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DAVID A. MITCHELL. 



CHECKERS 



David A. Mitchell ^ 



Author of **CHESS" 



AN EXPERT EXPLAINS ALL 
THE MOVES OF THE GAME, 
ITS OPENINGS AND POSITIONS, 
AND GIVES MANY PROBLEMS 



Philadelphia 
The Penn Publishing Company 

1918 






COPYRIGHT 

19 18 BY 
THE PENN 

•Publishing 

'•"COMPANY 




m 17 isia^ 



Checkers 



1 



V 



To 

Walter Penn Shipley 



CONTENTS 



I. Introduction 5 

II. Rules of the Game 12 

III. Lessons in Elementary Play 18 

IV. The Standard JMoves 39 

V. Traps in the Openings 56 

VI. The Move 69 

VII. Two Important End Positions 73 

VIII. Brilliant Games 81 

IX. Tregaski's Draw 98 

X. General Rules 100 

XI. Problem Department 102 

XII. Solutions to Problems 153 

3 



CHECKERS 



CHAPTER I 
INTRODUCTION 

The oldest game in the world is draughts or, as we 
Americans term it, checkers. Historians tell us that the 
game was played in one form or another hundreds of years 
before Christ. The principle of the game is very simple, 
but to play it well is quite the reverse. 

My purpose in writing this book is to give the young 
player some idea of how to conduct a game of checkers in 
a way which will get him into the habit of making good 
moves, thus avoiding the glaring mistakes common 
among all beginners. Some students have a natural 
checker talent. They become good players without the 
aid of a book, through experience, but when they at last 
take up the book moves, coupled with their natural 
ability, they develop into brilliant exponents of the 
mental pastime. 

My advice, therefore, to the student is to get the good 
move habit first and you will save much valuable time. 

BOOK MOVES 

What is meant by the book moves? 

These are standard openings — moves which have been 
proved by experts to be the strongest for both sides. 
Every possible play on the board at the start of the game 

5 



CHECKERS 



has been analyzed by the checker masters and new anal- 
ysis is being contributed each year. 

THE NUMBERED BOARD 

In order to record these games and openings, as well 
as problems, years ago the checker masters devised a 
system of numbering the squares. Diagram A, appended, 
will show the system of numbering: . 

Diagram A 







' B ' B ' 


^ ■ ^ 1 


B ' B ' B 


•^^^ ^^^ 


^^^ ^^^ 


^8 ^ ^m. 


10 ^p 11 ^p 12 


^^^ % 


^^ ^^^ ^^^ 


^^ ■ ^^ 1 


^ ^^ ^8 ^^ ^P 


^^^ ^^^ 


^^^ ^^^ 


^m. ^^ ^8 


^^ ^^ ^^ ^^ ^^ 


' '' ■ '' 1 


B '' B '' B 


^^^ ^^^ 


^^^ ^^^ 


^P 2^ ^p 


26 ^ 27 ^J 28 


J'WB ,. ^^ - ^ - ^11 


^p ^^ p^ 


^P ^^ ^^ 1 





STARTING THE GAME 

In playing a game of checkers each player has the 
double corner at his right side. Starting in the upper 
left-hand corner with No. 1 , we number each white square 



CHECKERS 7 

consecutively until we reach the last white square, which 
is No. 32. 

Now, after the checkers are placed upon the numbered 
squares, you will readily see that it is a simple matter to 
record the moves made. Black's move is always given 
first. For example, then, 11-15, 23-19, 8-11, 22-17, etc., 
when translated, reads — Black moves a piece from 11 
to 15; White moves a piece from 23 to 19, etc. But in 
order to shorten our system, we drop everything but the 
figures and insert a dash between these. In this way a 
perfectly simple and simply perfect system of recording 
moves was invented. 

SETTING THE PIECES, ETC. 

Nearly everyone is familiar with the method of setting 
the pieces at the start of the game. They are placed upon 
the white squares in printed diagrams, always with the 
diagram showing the double corner to the right. 

Nowadays a large percentage of checker boards are 
printed upon cardboard and in various colors. Red and 
black is more often used than black and white. The 
light color is always termed 'Svhite" in this case. 

The majority of these printed boards are made to fold, 
and if we resolve to adhere to our rule to play upon the 
white squares, as in the printed diagrams, we should take 
care to see that our board is placed so that the double 
corner on the right side will be white. 

Having done this, the pieces (or men) are placed upon 
the numbered squares. The black men occupy the 
squares from No. 1 to No. 12, while the white forces are 
usually assigned the section from No. 21 to No. 32. 

After having numbered the board and placed the men 
as indicated in the diagram, you are ready to start play. 



8 CHECKERS 

The game may be played by more than two persons, 
the partners in each side consulting before moving, but 
it is customary to play single handed. Black always 
plays first. The players move alternately, each moving 
one square at a time, unless he is compelled to jump, or 
take, when he may jump over several squares at the same 
time, according to the number of men he is obliged to 
jump. 

The game is won when one player captures or blocks 
all of his adversary's pieces. A drawn game is agreed 
upon between two players when neither side has any 
advantage, or when a game has reached such a stage that 
it would be impossible to force a win. A draw is an equal 
division of honors, and an even game for both sides. 

In checkers (and the senne rule applies to most mental 
games wherein the element of luck is removed) if you 
conduct the game according to the best play on both 
sides, the result will be a draw, or an equal game. At 
the start of the game it is the general opinion of most 
authorities that neither side has the advantage. Having 
the first move is of little importance. Remember that 
for every move made by the first player there is a proper 
answer, as you will learn when you have reached the 
chapter devoted to the Standard Openings given else- 
where in this book. 

Modern checker matches are ofttimes conducted with 
a view to doing away with unnecessary draws. Various 
systems of restricting the players (determined by lot) to 
certain opening moves are used with success. In a set 
match it not infrequently happens that the result will be 
one or two losses or wins, with as many as thirty drawn 
games. ''Keep the draw in hand" is a rule which you 
will do well to learn at the start of your checker career. 



CHECKERS 



MOVEMENT OF THE PIECES 

There are twelve men on each side, twenty-four in all. 
The pieces move in a diagonal manner, one square at a 
time. At the start of the game they must go forward 
and not backward until they reach the extreme limit of 

Diagram B 

BLACK 




WHITE 

the board numbered from 1 to 4 on Black's side, or 29 
to 32 on White's side. Every black man which succeeds 
in reaching the white King row, as the section from 29 to 32 
is called, becomes a King, as does every white man reach- 
ing squares numbered 1 to 4. The King has the power 



10 



CHECKERS 



-s 



to move and jump either forward or backward. See 
Diagrams B and C. 

Here Black must jump from 23-30, while White goes 
from 10-1; after which Black is left with a King on 30, 
and White with a King on 1. 

Diagram C 

BLACK 






m 






WHITE 

The pieces have the power of leaping over or jumping 
men of the opposite color. Whenever you jump one or 
more men, you must remove the pieces you have jumped. 
The above diagram (C) illustrates the result of the abov^ 
jump. 



CHECKERS 



11 



In Diagram D, given below, there are two jumps illus- 
trated. Black with his king can go from 28 to 17, cap- 
turing the white pieces on 24, 23 and 22. White then 
continues by jumping from 1 to 12, also taking three 
pieces in this manner. 



Diagram D 

BLACK 




WHITE 



CHAPTER II 
RULES OF THE GAME 

I HAVE taken the liberty of making the Standard Laws 
of Checkers conform to the printed matter devoted to the 
game at the present day. For instance, most of our 
checker books tell us that we are to play upon the black 
squares, yet they make use of the white squares in the 
printed matter. In this book diagrams and rules will 
agree in using the white squares. When a custom is 
outgrown, some one must take the first step in formally 
abandoning it. I am taking that step here. The change 
is, after all, of little consequence as regards the general 
meaning of the laws of checkers. 

Hence, in order to avoid confusion to the beginner, and 
solely for the purpose of giving the student as clear a 
view as is within my power, you will pardon me, Mr. 
Expert, for doing what you have doubtless long since 
thought should be done to improve the thinking game. 
My translation of the standard laws of checkers follows; 

THE STANDARD BOARD 

1. The Standard Board must be of light and dark 
squares, not less than fourteen and one-half inches, nor 
more than sixteen inches across said squares. 

2. The board shall be placed so that the bottom square 
on the left hand is white, or of the light color, which 
brings the double corner at the right hand of the same 
color. 

12 



CHECKERS 13 

THE STANDARD MEN 

3. The Standard Men, technically described as Black 
and White, must be light and dark (say red and white, 
or black and white), turned and round, and not less than 
one and one-eighth inch, nor more than one and one-fourth 
inch in diameter. 

PLACING THE MEN 

4. The men shall be placed on the white squares, as 
given in all printed diagrams. 

5. The black men shall invariably be placed upon the 
upper twelve squares of the board, numbered from 1 to 12; 
the white men upon the last twelve squares, numbered 
from 21 to 32. 

ORDER OF PLAY 

6. Each player shall play alternate games with black 
and white men, and lots shall be cast for the color only 
once, viz., at the commencement of a match, the winner 
to have the choice of taking either black or white. 

FIRST MOVE 

7. The first move must invariably be made by the 
person having the black men. 

TIME LIMIT FOR MOVING 

8. At the end of five minutes (if the move has not been 
previously made) ''Time" must be called in a distinct 
manner by the person appointed for the purpose; and if 
the move be not completed on the expiration of another 
minute, the game shall be adjudged as lost through im- 
proper delay. 

9. When there is only one way of taking one or more 
pieces, ''Time" shall be called at the end of one minute; 



14 CHECKERS 

and if the move be not completed on the expiration of 
another minute, the game shall be adjudged as lost through 
improper delay. 

ARRANGING THE MEN DURING A GAME 

10. Either player is entitled, on giving information, to 
arrange his own or opponent's pieces properly on the 
squares. After the move has been made, however, if 
either player touch or arrange any piece without giving 
intimation to his opponent, he shall be cautioned for 
the first offence, and shall forfeit the game for any subse- 
quent act of the kind. 

TOUCH AND MOVE 

11. After the pieces have been arranged, if the person 
whose turn it is to play touch one, he must either play it 
or forfeit the game. When the piece is not playable, he is 
penalized according to the preceding law. 

12. If any part of a playable piece be played over an 
angle of the square on which it is stationed, the play must 
be completed in that direction. 

CAPTURING PLAY 

13. A capturing play, as well as an ordinary one, is 

completed whenever the hand is withdrawn from the 

piece played, even although two or more pieces should 

have been taken. 

I 

REMOVED PIECE 

14. When taking, if a player remove one of his pieces, 
he cannot replace it; but his opponent can either play or 
insist on his replacing it. 



CHECKERS IS 

FALSE OR IMPROPER MOVES 

15. Either player making a false or improper move 
shall instantly forfeit the game to his opponent, without 
another move being made. 

THE ^'hUFF" OR ''blow" 

16. If a player fails to capture a piece that he might 
have taken, but moves elsewhere without capturing, his 
opponent, before he makes his own play, may remove from 
the board the piece that failed to make the capture. This 
is called the ''Huff," or "Blow," and it is never counted 
as a play. 

17. The player has the power either to Huff, compel 
the take, or to let the piece remain on the board, as he 
thinks proper. 

CROWNING THE MEN 

18. When a man first reaches any of the squares on the 
opposite extreme line of the board, it becomes a King, and 
can be moved backward and forward as the limits of the 
board permit (though not in the same play), and must be 
crowned (by placing a man on the top of it) by the op- 
ponent; if he neglects to do so, and proceeds to play, any 
play shall be put back until the man be crowned. 

DRAWN GAMES 

19. A Draw is when neither of the players can force a 
win. When one of the sides appears stronger than the 
other, the stronger party is required to complete the win, 
or to show to the satisfaction of the umpire or referee at 
least a decided advantage over his opponent, within forty 
of his own moves — to be counted from the point at which 
notice was given — failing in which, he must relinquish the 



16 CHECKERS 

game as a draw. This rule is the cause of many disputes, 
but it is rarely appHcable to 4 Kings against 3, or 3 Kings 
against 2. 

CONDUCT OF PLAYERS AND SPECTATORS 

20. Anything which may tend either to annoy or dis- 
tract the attention of the player is strictly forbidden — 
such as making signs or sounds, pointing or hovering over 
the board, unnecessarily delaying to move a piece touched.* 
Any principal so acting, after having been warned of the 
consequence, and requested to desist, shall forfeit the 
game. 

21. While a game is pending, neither player is per- 
mitted to leave the room without a sufi&cient reason, or 
receiving the other's consent or company. 

22. Any spectator giving warning, either by sign, 
sound, or remark, or any of the games, whether played 
or pending, shall be ordered from the room during the 
match, and play will be discontinued until such offending 
person retires. 

MATCH GAMES 

23'. A match between equals, wins and draws to count, 
should consist of an even number of games, so that each 
player may have the first move the same number of times. 

ENFORCEMENT OF THE LAWS 

24. Either player committing a breach of any of these 
laws must submit to the penalty, and his opponent is 
equally bound to exact the penalty. 

*Note that we have omitted the words ^'or smoking,'' 
which were here included in the original laws of the game. 
Smoking is universally permitted nowadays, even in 
match games. 



CHECKERS 17 



UNFORESEEN DISPUTES 

25. Should any dispute occur, not satisfactorily deter- 
mined by the preceding laws, a written statement of the 
facts must be sent to a disinterested arbiter having a 
knowledge of the game, whose decision shall be final. 



CHAPTER III 

LESSONS IN ELEMENTARY PLAY 

Avoid pushing the pieces around the board for the ex- 
press plan of getting to the end of a game. Make your 
moves according to the notation, but take good care to 
ascertain why such moves are made. Of course, there are 
hundreds of situations where the book move must be 
accepted as the best continuation, and it is not always 
apparent even to the expert just why a given move is 
selected, but in a greater number of these cases you should 
be able after practice to understand why the checker 
masters have picked one move in preference to a number 
of likely looking continuations. Make a practice of study- 
ing the games and problems, and you will be bound to 
grasp the accepted good moves in preference to those 
which the amateur would be most apt to fancy. 

ENDINGS FOR THE STUDENT 

From the following collection of endings, which have 
been selected from Hill's Manual, the student will derive 
a wealth of knowledge that will serve him in good stead 
when he engages in actual play over the board. You 
should not neglect to give this department a great deal of 
attention, for the positions are those which are apt to 
occur most any time in a game. Most of these are de- 
cidedly elementary. The expert will tell you, however, 
that he had to go through this stage, and if he had had 
someone to guide him through it, he would have been 

18 



CHECKERS 



19 



saved much time and would have improved his play 
much more quickly. 

Look at the first position on Diagram E. This illus- 
trates 



THE CUT 



A '*cut'* in checkers is an exchange, equal or otherwise. 
It is done to change the move, and to simplify the posi- 
tion. Often a cut saves the day for you. For example: 



Diagram E 

BLACK 



W//M VA. 



« ■ 

^ 



y////M m 



i » « « 






WHITE 

Black to play and win. 



20 



CHECKERS 



White has just moved from 19-16, and Black takes ad- 
vantage of this by gaining the move as follows: 7-11, 16-7, 
2-11; and wins. This is the simple cut. 

Below is the two for one cut: 



Diagram F 

BLACK 



^m. ^m. ^1 ® WM. 
WM WM W!^ P 



^^ W//////y.^ W/////y.^ 



WHITE 

White to play and win. 

Black^s last m.ove was from 8-12, in an attempt to win 
the man on 16, placed there as a trap, and White finishes 
him with 30-26, 12-19, 26-23, 18-27, 31-15. 



CHECKERS 



21 



Diagram G 

BLACK 



mm ^-^ ^ 



W/y. 
/A VA 



r V////A 









WHITE 

White to play and draw. 

Here is a situation which requires more thought. In 
the foregoing position White draws by playing 17-14. 
Then Black continues with 10-19, 18-15, 19-23, 14-9, 
12-16, 9-2; drawn. 

It is well for the student to accustom himself in the 
early stages of his career to the give and take principle 
in checkers, and learn to turn it to his advantage. Learn 
to look for advantageous ''shots" as they are called. 



22 



CHECKERS 



A two for one shot is what you first learn to look for. 
Here is a simple position: 

Diagram H 

BLACK 





WM WM WM ^ 


1 


B B B 


B 


^^^ ^^^ ^^^ ^ 


W^' 


^m. ^8 ® ^8 i 


mi. 


H B B 


B 


■ B^B^I 


^ 


B®H B 


B 


^^^ ^^^ ^^^ ^ 


^^ 


^8 ^8 ^8 ® i 


tf 


H®H H^ 


^B 





WHITE 

White to play and win. 



White goes 27-23, 18-27 (a), 32-16; and White wins, 
(a) Or 19-26, 30-14, and White wins. If it were Black's 
play, White could still force two for one. See Dia- 
gram: 



CHECKERS 



23 



Diagram I 

BLACK 



m. vM.^W. -mm. 

W//M. WM. 'MM, W. 



y/. ^1 ® ^l- ^1 



W//M m 






^ ^ W/M. 



WHITE 

Black to play. White wins. 

Now we go first with Black from 22-26; then White 
continues, 32-28, 23-32, 30-14; and White wins. 

Play over the foregoing positions and master the prin- 
ciple of give and take. Before you can hope to be a 
successful player you must become thoroughly familiar 
with the system of sacrifice and exchange. Say to your- 
self, ''If I give a man here and exchange a man there, 
after the jump will my position be bettered? Suppose I 
try this or that sacrifice, is it as bad as it looks?'' 



24 



CHECKERS 



Diagram J gives a position whereby Black plays and 
takes two for one with his King: 

Diagram J 

BLACK 



i 



m V///M. W/M. 

W/M W//M y//A 



m 



^ W/M. 



M. » » 






1^, mm. 

' wwa 'wM 'W^ 



WHITE 

Black to play and win. 



The solution to the above is very simple, it goes 22-26, 
31-22, 25-27; and Black wins. 



CHECKERS 



25 



Now look at Diagram K. You will find that the posi- 
tion is a little deeper: 

Diagram K 

BLACK 



y/y. ^8 



y/y. w//m. 

i^ W//M. ^^m. ^S 
w/M mM M 



m.^ y////m.^ 

A ^1 ^e. y////m 



4. » « 



^ - W/////A 

y////M ^ </m//a m 



i 

9y. ^^ mm 



m. / «^ 



WHITE 

Black to play and win. 



We proceed as follows: 23-27, 32-23, 22-26, 31-22, 25-20; 
and Black wins. This is the three for two shot with the 
King. 



26 



CHECKERS 



The double exchange is interesting, and you will often 
be called upon to use this method of simplifying your 
position over the board. See Diagram L. 



Diagram L 

BLACK 




WHITE 

White to play and draw. 

On his last play Black made the natural move of 8-11, 
but it is bad. (8-12 would have won by 18-15, 16-19.) 
Now White draws with 28-24, 20-27, 18-15, 11-18, 23-5; 
and White draws. 



CHECKERS 



27 



THE STROKE 

The "stroke" is the term given to that state of the 
game in checkers where the win is forced. In the majority 
of cases this is done by continuously making your ad- 
versary jump until you have him in such a position as to 
leave no doubt as to the outcome. A stroke has been 
called, the firecracker of checkers. See Diagram M. 

On the appended diagram the student will find a pretty 
stroke position, wherein White moves and wins: 
Diagram M 

BLACK 




WHITE 

White to play and win. 
This is how we proceed to win: 19-15, 
1-10, 27-31, 12-19, 9-6, 2-9, 26-23, 19-26, 
15-18, 17-13, 18-14; and White wins. 



10-19, 23-16, 
31-15, 21-17, 



28 



CHECKERS 



In the following diagram we have a position illustrating 
the slip cut: 

Diagram N 



BLACK 



1^ ^8,^ ^8^ ^1 



/ 









«^ «^ «/ fc. 



WHITE 

White to play and draw. 



We solve the study as follows: 10-15, 17-10, 15-31, 10-15, 
31-27; drawn. 

In the above situation you have turned your adver- 
sary's man on square 19 to your advantage, inasmuch as 
you have used it as a backstop for your king. 



CHECKERS 



29 



The in and out shot pictured upon the diagram will be 
of great interest to the beginner: 

Diagram O 

BLACK 




WHITE 

White to play and draw. 



Black's last move was 17-22. White plays and draws 
by 30-26, 22-31, 32-28, 31-24, 28-3. In all cases a player 
must stop at the king row to be crowned, as is done by 
Black in the foregoing instance. 



30 CHECKERS 

Here is a position that will prove instructive: 
Diagram P 

BLACK 



^ m i 



% ' y///M. ^ m^y. m^y. 






^ mm. mm 






M. « «. M 



^ ^^ y////m. 



y/y. y////M. y///M. mm. 
WM WM^y WM 9^ 
y/y^ y////////y.^ y//m.^ ^m>.^ 



WHITE 

Black to play and win. 



We manage to gain the upper hand with the black forces 
as follows: 4-8, 11-4, 7-11, 16-7; and Black wins. In 
spite of the fact that White has two single men against 
the black king he is powerless. 



CHECKERS 



31 



Our next diagram illustrates the king-row slip cut. It 
is easy when you know how: 

Diagram Q 

BLACK 



■ 


■ 


■ i 


^ 






\ m 




1 


« 


^^ 


^8 


■ i 


M 




9 


^ ^^ 


P Wi 


m.W. 


^P 


« ■ 




Sj 


^ 




■ ^ 


« i 


Jc 




^W w w^ 




1 


^^ ft 


^^ 


■ ^ 






^& 




^ 






!©■ 


1 B 


i 

i 


1 





"WHITE 

White to play and win. 

We win with the following line of play: 30-26, 21-30, 
16-20, 30-23, 20-18, 17-21, 18-22; and White wins. 

The above position illustrates a very important rule in 
checkers. That is, that you must stop to get a king. 
The black man cannot jump from 21 to 23 thereby cap- 
turing the two pieces at once. He must stop on square 
30 to get crowned. 



32 



CHECKERS 



ELEMENTARY KING ENDINGS 

Elementary king endings by various authors are given 
in the following section. End-games by Sturges, Payne 
and Hill as well as standard positions of value to all 
students are included. A careful study of these is advised: 



Diagram R 
By Sturges 

BLACK 



^ 9 



m « 



V////M y////M '^m 

"1 



Solution : 



WHITE 

White to play and win. 
8-11, 15-8, 22-15, 8-12, 15-11; and White 



wms. 



CHECKERS 

The following diagram shows a draw: 



33 



J 



Diagram S 
By Payne 

BLACK 



WM WM WM W 



m. m^. >^ 



m. » 



m 



m. ^ mm. 









WHITE 

Black to play and draw. 

Here is how we draw by correct play: 7-10, 19-16, 10-7, 
18-23, 11-15, 16-12, 15-U, 23-19, 7-3, 12-16 (a), 3-7, drawn, 
(a) If 19-16, 11-15, etc., draws. 



34 



CHECKERS 



TWO AGAINST ONE 

Of all the endings in checkers, the two kings against 
one king, in the double corner, is probably the one which 
the amateur would like best to know how to force to his 
advantage. When you have two kings and your op- 
ponent has but one in the double corner it is an easy 
matter to force a win after you learn the method. See 
Diagram T: 

Diagram T 

BLACK 



W.^ ^1^ ^1^ ^m.^ 



WHITE 

White to play and win. 

15-18, 6-1, 14-9, 1-5, 18-14, 5-1, 9-5, 1-6, 5-1, 6-2, 1448, 
2-7, 18-15, 7-2, 15-11; and White wins. 



CHECKERS 



35 



Three kings against two, especially when the player on 
the short end occupies the double corners, is a puzzle to 
the beginner. It's easy for the man who has played over 
the book analysis of the position however. The subjoined 
diagram shows the position and the solution follows: 

Diagram U 

BLACK 



WM ^ . Wa 






i^ W/M. 



WHITE 

Black to play and win. 



Solution: 18-15, 24-28, 23-27, 6-1, 14-10, 28-32, 27-24, 
1-5, 10-6, 5-1, 24-19; and Black wins. See Diagram T. 



36 



CHECKERS 



Here's one that^s likely to arise any time: 
Diagram V 

BLACK 




WHITE 

White to play and win. 

-16-19, 27-31 (a), 20-24, 32-27, 28-32, 27-20, 19-24, 20-27, 
32-23; and White wins. 

(a) 27-24, 20-27, 32-16, 28-24; and White wins. 

You will often emerge with an ending similar to the 
one pictured on the foregoing diagram. Three kings 
against two occurs frequently. To know how to win 
without taking an unnecessarily long time is worth the 
study. 



CHECKERS 



37 



Another goes: 



Diagram W 

BLACK 



/ mm - 



y/A W//M 



y/y. wM. 

''mm. m. 



. 1^ ^m.^ ^m.^^^ mm. 
m. » » « 



WHITE 

Either side to play and Black to win. 

The foregoing position is one which will prolong a lost 
game a greater number of moves than any other com- 
bination of pieces. The three kings must first be forced 
into the position given in Diagram W, then we solve it as 
follows : 

Black plays: 19-24, 32-28, 24-20, 28-32, 23-19, 31-27, 
22-18, 27-31, 19-24, 32-27, 24-28, 27-32, 18-23, 31-27, 



38 CHECKERS 

23-26, 30-23, 28-24, 27-31, 24-27, 31-24, 20-18; and Black 
wins. 

White plays: 31-27, 22-18, 27-31, 19-16, 31-26, 23-19, 
26-31, 16-20, 32-28, 19-23, 31-26 (a), 20-24, 26-19, 24-15; 
and Black wins. 

(a) 28-32, 18-22, 31-27, 23-19, 27-31, 19-24, 32-27, 
24-28, 27-32, 21-17, 32-27, 28-32, 27-23, 20-16, 23-26, 
32-27; and Black wins. 



CHAPTER IV 
THE STANDARD MOVES 

There are thirty-nine standard openings given in this 
chapter, all of which the student should commit to memory. 
These moves are used by the best players in their match 
games and are the correct styles of play with which you 
should open your games. 

Whenever the opening is disadvantageous for one side, 
it is indicated in the footnote. All of the games result in 
draws, which is the logical result if both sides play cor- 
rectly. 

In playing over the openings and traps read the num- 
bers beginning with the top figures in the upper left-hand 
column. Turn, for example, to the Old Fourteenth (page 
51). Here 11-15 is the first move for Black, White re- 
plies 23-19, then Black again plays 8-11, and White 
answers 22-17; tlius the game proceeds column by column. 
In the footnotes the numbers follow each other in order 
to save space. 

In the opening moves we have avoided giving any 
variations. We leave the student to continue his course 
for himself after he has mastered the standard moves. 
There are hundreds of variations, however, and it will be 
absolutely necessary for the student to consult a standard 
guide, after he has grasped the first principles and les- 
sons set forth herein, if he wishes to become an expert 
player. 

39 



40 



CHECKERS 







AYRSHIRE LASSIE 






11-15 


22-15 


25-22 


19-16 


28-19 


11- 7 


24-20 


11-18 


18-25 


12-19 


6- 9 


13-17 


8-11 


26-22 


29-22 


23-16 


19-15 


21-14 


28-24 


7-11 


11-15 


2- 6 


10-19 


1- 6 


4- 8 


22-15 


27-23 


16-11 


22-17 


Drawn. 


23-19 


11-18 


9-13 


9-14 


13-22 




v/15-18 


30-26 


32-28 


24-19 


26-10 






8-11 


6- 9 

BLACK 


15-24 

DOCTOR 


9-13 




11-15 


7-14 


3- 7 


14-17 


17-26 


17-22 


23-19 


27-23 


24-19 


21-14 


30-23 


19-15 


8-11 


4- 8 


6-10 


10-17 


1- 6 


10-19 


22-17 


31-27 


27-24 


25-22 


18-14 


24- 8 


9-13 


11-16 


17-22 


7-10 


10-17 


22-26 


17-14 


24-20 


25- 9 


23-18 


23-18 


8- 3 


10-17 


8-11 


5-14 


16-23 


6-10 


Drawn. 


19-10 


28-24 


29-25 


26-19 


32-28 








BOSTON 






11-15 


15-24 


16-23 


16-20 


6- 9 


18-27 


22-17 


28-19 


26-19 


31-27 


18-15 


32-16 


9-13 


11-16 


4- 8 


13-17 


9-18 


20-24 


17-14(a) 25-21 


25-22 


30-26 


21-14 


14-10 


10-17 


6- 9 


8-11 


1- 6 


7-11 


24-27 


21-14 


29-25 


22-18 


19-16 


15- 8 


Drawn. 


8-11 


9-18 


11-16 


12-19 


3-19 




24-19 


23-14 


27-23 


23-16 


27-23 





(a) The Boston is not considered one of the standard 
openings, hence it has not been favored by the checker 
experts in important matches. It seems to yield a good 
game, however. 



CHECKERS 



41 







BRISTOL 






11-16 


5-14 


8-11 


1- 5 


11-15 


21-30 


24-20 


25-22 


17-13 


29-25 


19-10 


14-10 


16-19 


8-11 


14-18 


6- 9 


7-14 


30-26 


23-16 


22-17 


26-23 


13- 6 


31-26 


10- 6 


12-19 


4- 8 


19-26 


2-18 


14-17 


5- 9 


22-18 


27-24 


30-14 


24-19 


26-23 


6- 2 


9-14 


11-15 


10-17 


15-24 


17-21 


9-13 


18- 9 


32-27 


21-14 


28-19 


23-14 


2- 6 
Drawn 






DEFIANCE 






11-15 


29-25 


4- 8 


26-17 


13-17 


31-26 


23-19 


6- 9 


22-18 


13-22 


11- 8 


25-29 


9-14 


25-22 


, 14-17 


27-24 


17-21 


24-20 


27-23 


9-13 


21-14 


6- 9 


8- 4 


29-25 


8-11 


24-20 


10-17 


20-16 


22-25 


Drawn 


22-18 


11-15 


19-15 


9-13 


4- 8 




15-22 


32-27 


1- 6 


15-11 


25-29 




25- 9 


15-24 


23-19 


8-15 


8-11 


1 


5-14 


28-19 


17-22 


18-11 


29-25 








CROSS 






11-15 


19-10 


9-13 


29-25 


15-24 


23- 7 


23-18 


14-23 


30-26 


15-24 


28-19 


2-11 


8-11 


26-19 


13-22 


28-19 


3- 8 


26-23 


27-23 


7-14 


25- 9 


8-11 


31-26 


10-15 


4- 8 


24-20 


5-14 


25-22 


8-11 


22-17 


23-19 


6-10 


26-23 


11-15 


19-16 


15-18 



10-14 22-17 11-15 32-28 12-19 Drawn. 

The Cross gives a safe game for both sides, and is very 
popular. 



42 



CHECKERS 



ALMA 



11-15 


15-24 


9-13 


11-15 


11-16 


24-27 


23-19 


28-19 


22-17 


20-11 


2- 7 


26-22 


8-11 


10-14 


13-22 


15-19 


18-23 


27-31 


22-17 


17-10 


26-17 


23-16 


21-17 


23-18 


3- 8(a) 


6-24 


6- 9 


12-19 


19-24 


28-32 


25-22 


22-18 


17-13 


11- 7 


17-13 


18-14 


11-16 


24-28 


9-14 


2-11 


16-20 


32-27 


27-23 


29-25 


18- 9 


9- 6 


31-26 


22-17 


7-11 


1- 6 


5-14 


14-18 


23-27 


Drawn, 


24-20 


25-22 


13- 9 


6- 2 


32-23 


• 



(a) Many authorities claim that the Alma, formed 
with this move, is unsound. Lee, however, is of the 
opinion that the opening gives both sides an equal chance. 







CENTER 






11-15 


17-14 


3-10 


30-26 


14-18 


14-10 


23-19 


11-15 


25-22 


5- 9 


22-17 


17-22 


8-11 


28-24 


18-25 


24-20 


13-22 


10- 7 


22-17 


7-11 


29-22 


15-24 


26-17 


2-11 


15-18 


26-23 


5- 9 


28-19 


9-13 


16- 7 


19-15 


9-13 


27-23 


11-15 


17-14 


22-26 


10-19 


23-19 


9-14 


19-16 


10-17 


Drawn, 


24- 8 


6-10 


32-28 


12-19 


21-14 




4-11 


14- 7 


1- 5 


23-16 


13-17 





The Center opening is considered weak for Black. 
Lee says the advantage rather incHnes to the black side. 
Nevertheless the play is interesting. 







CHECKERS 










BRISTOL-CROSS 






11-16 


7-10 


14-17 


1-10 


17-22 


18-27 


23-18(a) 


17-13 


21-14 


23-18 


19-16 


17-10 


16-20 


3- 7 


10-17 


10-14 


11-15 


27-32 


24-19 


31-26 


3-10 


18- 9 


27-23 


30-25 


10-14 


12-16 


6-31 


5-14 


6- 9 


22-26 


26-23 


19-12 


13- 6 


32-27 


16-11 


25-22 


8-11 


4- 8 


31-24 


2- 6 


15-18 


32-27 


22-17 


12- 3 


28-19 


25-21 


21-17 


Drawn. 



43 



(a) A Spanish author first published play upon this 
opening in the seventeenth century. It is considered one 
of the strongest openings. 



MAID OF THE MILL 



11-15 


9-18 


11-15 


14-17 


1- 6 


5- 9 


22-17 


26-23 


30-26 


23-14 


13- 9 


14- 5 


8-11 


10-14 


8-11 


17-22 


6-13 


7-21 


17-13 


24-20 


23-19 


25-18 


27-23 


Drawn 


15-18 


4- 8 


6-10 


15-22 


10-15 




23-14 


28-24 


26-23 


21-17 


19-10 








NAILOR 






11-15 


9-18 


1- 6 


8-12 


3-10 


10-17 


23-19 


24-20 


25-22 


32-27 


27-23 


23-19 


8-11 


10-15 


18-25 


5- 9 


6- 9 


15-18 


26-23 


19-10 


29-22 


17-14 


13- 6 


19-16 


4- 8 


6-15 


16-19 


9-18 


2- 9 


12-19 


22-17 


17-13 


27-24 


26-23 


21-17 


24- 8 


15-18 


12-16 


7-10 


19-26 


9-13 


Drawn 


23-14 


31-26 


22-17 


30- 7 


17-14 





Lee cautions the student to avoid this opening, 
says it shows weak play. 



He 



44 




CHECKERS 










DENNY 






10-14 


10-14 


8-15 


5-14 


10-15 


17-21 


22-17 


24-20 


27-23 


19-16 


31-27 


11- 7 


7-10 


6-10 


4- 8 


12-19 


15-18 


6-10 


17-13 


27-24 


24-19 


23-16 


23-19 


7- 2 


3- 7 


1- 6 


15-24 


7-10 


18-22 


10-14 


25-22 


32-27 


28-19 


16- 7 


27-24 


2- 7 


14-17 


14-17 


8-11 


2-11 


14-17 


14-17 


21-14 


23-18 


22-18 


26-22 


19-16 


Drawn. 


9-25 


11-15 


10-14 


17-26 


11-15 




29-22 


18-11 


18- 9 


30-23 


16-11 




The Denny is said to be 


a weak 


opening 


for the first 


player. 




DOUBLE 


CORNER 






9-14 


8-22 


4- 8 


7-11 


10-19 


19-26 


22-18 


25-18 


29-25 


27-24 


24-15 


30-23 


5- 9 


12-16 


8-12 


20-27 


16-19 


3- 7 


24-20 


28-24 


25-22 


31-24 


23-16 


22-17 


11-16 


16-20 


1- 5 


11-16 


12-19 


7-10 


20-11 


24-19 


32-28 


19-15 


26-23 


28-24 
Drawn. 


The Double Corner is one 


of the safest lines for Black, 


and it appears to give White : 


an equally good gaine in most 


variations. 




WHITE 


DYKE 






11-15 


10-17 


10-17 


9-18 


6- 9 


15-18 


22-17 


21-14 


21-14 


23-14 


26-23 


14-10 


8-11 


4- 8 


1- 6 


12-16 


9-18 


7-14 


17-14 


26-23 


29-25 


24-20 


23-14 


27-23 


9-18 


6-10 


6- 9 


2- 6 


16-19 


18-27 


23-14 


25-21 


31-26 


25-21 


30-26 


32- 7 
Drawn. 



CHECKERS 



45 







DUNDEE 






12-16 


27-20 


15-24 


26-19 


23-14 


16-19 


24-20 


7-16 


28-19 


27-31 


16-12 


23-26 


8-12 


20-11 


11-15 


8- 3 


14-10 


11-15 


28-24 


8-15 


19-16 


31-27 


12- 8 


26-30 


9-14 


25-22 


12-19 


3- 8 


2- 6 


15- 6 


22-18 


4- 8 


23-16 


10-14 


8- 3 


1-10 


3- 8 


31-27 


15-19 


8-11 


6- 9 


29-25 


18- 9 


8-11 


16-12 


14-18 


3- 8 


10-14 


5-14 


27-24 


19-24 


19-16 


9-14 


19-23 


24-19 


6- 9 


12- 8 


18-22 


8-12 


Drawn. 


11-15 


32-28 


24-27 


30-25 


•14-18 




20-11 


9-13 


22-18 


27-23 


12-16 




15-24 


24-19 


14-23 

SINGLE 


25-18 

CORNER 


18-23 




11-15 


23-18 


4- 8 


14- 7 


31-27 


1- 6 


22-18 


6-10 


28-24 


2-11 


17-14 


14-17 


15-22 


25-21 


8-12 


24-19 


27-24 


6-10 


25-18 


10-17 


19-15 


5- 9 


14- 5 


17-21 


12-16 


21-14 


3- 8 


30-25 


8-11 


3- 8 


29-25 


1- 6 


23-19 


11-16 


15- 8 


21-25 


9-13 


26-23 


11-16 


25-22 


24-22 


10-15 


18-14 


13-17 


26-22 


23-26 


5- 1 


25-30 


10-17 


31-26 


16-23 


27-23 


6-10 


15-11 


21-14 


8-11 


22-13 


26-31 


8- 3 


16-19 


16-20 


24-19 


7-10 


22-17 


10-14 


Drawn. 



More play has been published on the above opening 
than on any of the others. Pillsbury worked out 500 
variations on the Single Corner game. It is extremely 
popular and gives both sides an equal chance. The 
learner should study it carefully. 



46 CHECKERS 







DOUGLAS 






11-15 


10-19 


11-15 


10-19 


7-16 


3- 7 


22-17 


23-16 


27-24 


23-16 


25-22 


17-14 


8-11 


12-19 


8-12 


12-19 


14-18 


16-20 


17-13 


22-18 


32-27 


26-22 


22-15 


14- 9 


4- 8 


9-14 


7-10 


19-23 


6- 9 


7-11 


25-22 


18- 9 


27-23 


22-15 


13- 6 


9- 6 


15-19 


5-14 


15-18 


2- 7 


1-19 


11-15 


24-15 


29-25 


24-15 


15-11 


21-17 


Drawn, 


Most authorities 


claim 1 


±at Black 


: is favored in 


ouglas opening. 














DYKE 






11-15 


25-22 


8-12 


31-27 


8-12 


21-17 


22-17 


8-11 


17-14 


6- 9 


32-27 


11-15 


15-19 


30-25 


16-20 


29-25 


12-19 


18-11 


24-15 


4- 8 


23-16 


1- 6 


27-23 


9-18 


10-19 


22-18 


12-19 


27-23 


7-11 


22-15 


23-16 


11-16 


25-22 


3- 8 


23- 7 


13-31 


12-19 


27-23 


9-13 


23-16 


2-11 


Drawn, 



the 



That neither side gets any advantage from the opening 
moves of the Dyke seems to be the general opinion, 
although the game is considered strong for the first player. 







SOUTER 






11-15 


8-11 


14-17 


6-15 


14-18 


11-15 


23-19 


29-25 


21-14 


13- 9 


22-15 


17-13 


9-14 


4- 8 


9-18 


7-11 


11-18 


15-18 


22-17 


24-20 


26-23 


23-18 


25-22 


24-19 


6- 9 


15-24 


18-27 


14-23 


18-25 


18-23 


17-13 


28-19 


32-23 


31-26 


30-21 


19-15 


2- 6 


11-15 


10-14 


5-14 


8-11 


Drawn, 


25-22 


27-24 


19-10 


26-10 


21-17 





CHECKERS 47 







OLD FOURTEENTH 






11-15 


28-24 


1- 6 


17-14 


26-30 


28-19 


23-19 


8-11 


22-17 


10-17 


19-15 


13-17 


8-11 


26-23 


18-22 


21-14 


30-26 


8- 4 


22-17 


9-14 


, 25-18 


6-10 


15- 8 


17-22 


4- 8 


31-26 


15-22 


30-25 


26-22 


4- 8 


17-13 


6- 9 


23-18 


10-17 


32-28 


22-26 


15-18 


13- 6 


14-23 


25-21 


22-15 


19-15 


24-20 


2- 9 


27-18 


22-26 


24-19 


26-30 


11-15 


26-22 , 


9-13 


21-14 


15-24 


Drawn 



The Old Fourteenth is the most popular checker open- 
ing. 

PAISLEY 



11-16 


16-23 


1- 6 


12-19 


5- 9 


23-32 


24-19 


27-18 


29-25 


32-28 


1- 6 


15-18 


8-11 


12-16 


11-16 


6-10 


18-23 


32-27 


22-18 


28-24 


30-26 


18-15 


6-13 


25-22 


4- 8 


8-12 


16-19 


10-14 


23-30 


30-25 


18-14 


26-23 


24-15 


15-10 


13-17 


22-17 


9-18 


16-20 


7-10 


14-18 


14-18 


Drawn, 


23-14 


31-27 


14- 7 


10- 6 


17-22 




10-17 


6- 9 


3-19 


9-14 


19-23 




21-14 


25-21 


23-16 


6- 1 


22-15 








WHILTER 


EXCHANGE 




11-15 


18- 9 


8-11 


26-23 


3- 7 


31-26 


23-19 


5-14 


19-16 


8-12 


13- 6 


7-10 


7-11 


27-23 


12-19 


25-22 


14-18 


20-16 


22-18 


11-15 


23- 7 


11-15 


23-14 


12-19 


15-22 


24-20 


2-11 


22-17 


10-17 


26-22 


25-18 


15-24 


29-25 


6- 9 


21-14 


17-26 


9-14 


28-19 


4- 8 


17-13 


1-17 


30-16 
Drawn. 



48 







CHECKERS 










EDINBURGH 






9-13 


7-16 


9-13 


17-22 


1- 6 


2- 6 


22-18 


22-18 


17-14 


8- 4 


8-11 


32-28 


10-15 


16-20 


10-17 


12-16 


30-25 


6- 9 


25-22 


24-19 


21-14 


18-15 


11-20 


28-24 


6-10 


4- 8 


13-17 


23-26 


25-21 


9-14 


23-19 


29-25 


19-15 


30-23 


23-19 


24-20 


11-16 


8-11 


11-16 


22-25 


21-17 


22-18 


18-11 


25-22 


15-11 


15-11 


14-10 


23-26 


16-23 


5- 9 


20-24 


25-30 


6-24 


18-15 


27-18 


22-17 


28-19 


11- 8 


20-27 


26-22 


8-15 


13-22 


16-23 


3-12 


17-22 


12-16 


18-11 


26-17 


11- 8 


4- 8 


27-23 


Drawn, 






FIFE 






11-15 


15-18 


4- 8 


2-27 


22-25 


16-20 


23-19 


25-22 


31-27 


19-15 


21-17 


9- 6 


9-14 


18-25 


8-12 


11-18 


25-30 


20-24 


22-17 


29-22 


27-23 


20- 2 


17-13 


6- 2 


5- 9 


10-14 


11-16 


27-31 


12-16 


24-27 


17-13 


22-17 


24-20 


24-19 


10- 6 


1 - 6 


14-18 


14-18 


7-11 


31-26 


1-10 


27-32 


19-16 


27-23 


28-24 


19-15 


7-14 


Drawn, 


12-19 


18-27 


3- 7 


26-23 


30-25 




26-23 


32-23 


17-14 


15-10 


5- 1 




19-26 


8-11 


6- 9 


18-22 


25-22 




30- 5 


23-19 


13- 6 


2- 7 


13- 9 





CHECKERS 



49 







WHITE 


DOCTOR 






11-16 


11-15 


14-18 


24-27 


16-20 


1- 5 


22-18 


27-23 


17-14 


16-12 


18-15 


9- 6 


10-14 


15-24 


10-17 


7-11 


27-24 


23-26 


25-22 


28-19 


21-14 


12- 8 


11- 8 


30-23 


8-11 


4- 8 


11-15 


3-12 


24-19 


15-11 


24-20 


29-25 


19-10 


10- 7 


15-11 


8-15 


16-19 


8-11 


12-19 


27-31 


2- 6 


10-26 


23-16 


23-18 


26-22 


7- 3 


11- 7 


Drawn, 


14-23 


9-14 


18-23 


31-27 


6-10 




26-19 


18- 9 


22-18 


3- 8 


14- 9 




6-10 


5-14 


19-24 


11-16 


19-15 




31-26 


22-17 


20-16 


8-11 


25-22 








SECOND DOUBLE CORNER 




11-15 


21-14 


1- 6 


14-10 


5-14 


9-14 


24-19 


12-16 


30-26 


6-15 


17-10 


27-24 


15-24 


26-23 


2- 7 


18-11 


27-23 


22-18 


28-19 


4- 8 


24-19 


12-16 


11- 7 


23-26 


8-11 


31-27 


11-16 


22-17 


16-19 


14- 9 


22-18 


8-12 


25-22 


9-13 


7- 2 


26-22 


11-16 


27-24 


7-11 


26-22 


19-24 


18-14 


18-14 


6- 9 


19-15 


24-27 


2- 5 


Drawn. 


9-18 


25-21 


16-19 


23-18 


24-27 




23-14 


16-20 


23- 7 


27-31 


6- 9 




16-23 


32-27 


3-19 


18-14 


27-31 




27-18 


7-11 


27-23 


31-27 


10- 7 




10-17 


29-25 


19-24 


14- 9 


31-27 





50 



CHECKERS 







GLASGOW- WHILTER 




11-15 


4- 8 


9-13 


6-10 


7-11 


14-18 


23-19 


29-25 


24-19 


32-28 


16- 7 


11-15 


8-11 


6- 9 


15-24 


11-15 


3-10 


26-23 


22-17 


17-13 


28-19 


28-24 


2- 7 


15-22 


9-14 


8-11 


1- 6 


10-14 


10-14 


23-32 


25-22 


13- 6 


26-23 


19-10 


25-21 


22-26 


11-16 


2- 9 


14-17 


14-17 


26-31 


20-27 


26-23 


19-16 


21-14 


10- 6 


7-11 


26-31 


16-20 


12-19 


10-26 


17-26 


31-26 


Drawn 


30-26 


23-16 


31-22 


6- 2 


23-19 








PIONEER 






11-15 


17-13 


16-23 


14- 9 


16-20 


5- 1 


22-17 


9-14 


31-26 


4- 8 


25-18 


27-31 


8-11 


18- 9 


14-18 


9- 5 


20-27 


23-18 


25-22 


5-14 


26-19 


8-11 


18-15 


31-27 


11-16 


22-17 


18-22 


32-27 


2- 6 


Drawn. 


23-18 


7-10 


17-14 


6-10 


13- 9 




15-19 


27-24 


10-17 


27-23 


6-13 




24-15 


19-23 


21-14 


11-16 


15- 6 




10-19 


26-19 


3- 7 


30-25 


1-10 






"27-20 


SECOND 


DOUBLE 


corner" 




11-15 


8-11 


15-24 


11-16 


14-18 


19-24 


24-19 


28-24 


28-19 


20-11 


23-14 


26-23 


15-24 


3- 8 


4- 8 


7-16 


9-18 


24-31 


27-20(a) 32-28 


22-18 


30-25 


31-27 


23-14 


9-14 


11-15 


8-11 


16-20 


12-16 


6- 9 


22-18 


18-11 


29-25 


18-15 


19-12 


14-10 


5- 9 


8-15 


1- 5 


2- 7 


10-19 


7-14 


25-22 


24-19 


25-22 


22-17 


12- 8 


17-10 
Drawn. 



(a) Considered very weak. 



CHECKERS ] 51 







KELSO 






10-15 


18- 9 


5-14 


13- 6 


25-30 


9- 6 


21-17 


5-14 


30-25 


2- 9 


23-18 


23-19 


11-16 


29-25 


3- 7 


18-15 


30-26 


15-10 


17-13 


11-16 


25-22 


10-14 


18-14 


20-24 


16-20 


25-21 


14-17 


15-10 


9-18 


6- 2 


22-18 


4- 8 


21-14 


14-17 


27-24 


19-23 


15-22 


26-22 


10-26 


19-15 


20-27 


Drawn. 


25-18 


7-10 


31-22 


17-21 


32-14 




8-11 


22-18 


7-10 


10- 7 


26-23 




24-19 


1- 5 


22-18 


21-25 


14- 9 




9-14 


18- 9 


6- 9 


7- 3 


16-20 









GLASGOW 






11-15 


3- 7 


9-18 


19-26 


13-17 


25-30 


23-19 


28-24 


22-15 


28-19 


22-13 


6- 2 


8-11 


7-16 


10-19 


10-14 


2- 6 


30-26 


22-17 


24-20 


32-28 


30-23 


21-17 


18-15 


11-16 


16-19 


6-10 


9-13 


14-21 


11-18 


24-20 


25-22 


25-22 


18- 9 


23-18 


2- 7 


16-23 


4- 8 


5- 9 


1- 5 


6-10 


10-14 


27-11 


29-25 


22-18 


31-26 


13- 9 


7-10 


7-16 


19-24 


8-11 


5-14 


21-25 


18-22 


20-11 


17-14 


26-23 


26-22 


9- 6 


10-17 
Drawn. 



52 CHECKERS 







LAIRD , 


AND LADY 






11-15 


26-23 


7-16 


32-23 


10-17 


16-11 


23-19 


13-17 


20-11 


3- 8 


11- 2 


25-30 


8-11 


19-15 


17-22 


25-18 


1- 6 


23-19 


22-17 


11-16 


27-24 


8-22 


2- 9 


22-26 


9-13 


24-20 


19-23 


28-24 


5-14 


31-22 


17-14 


16-19 


24-19 


2- 7 


24-20 


30-26 


10-17 


23-16 


23-26 


19-16 


17-21 


Drawn. 


21-14 


12-19 


30-23 


6-10 


20-16 




15-18 


15-11 


18-27 


16-11 


21-25 





This was Anderson's favorite opening. 

26-17 SINGLE CORNER 



11-15 


28-24 


11-15 


26-23 


12-16 


15-11 


22-18 


4- 8 


31-26 


11-16 


9- 6 


30-25 


15-22 


25-22 


8-11 


23-14 


19-24 


22-18 


26-17((i) 


7-11 


25-22 


15-19 


27-23 


25-22 


8-11 


17-13 


14-18 


13- 9 


15-19 


18-15 


23-18 


12-16 


30-25 


10-15 


23-18 


22-18 


9-14 


19-12 


2- 7 


25-21 


24-27 


6- 2 


18- 9 


15-18 


21-17 


16-20 


32-23 


Drawn, 


5-14 


22-15 


6-10 


14-10 


19-26 




24-19 


10-28 


12- 8 


7-14 


18-15 




11-15 


29-25 


3-12 


17-10 


26-30 





(a) This side ''take" is very weak. 



CHECKERS 



53 







SWITCHER 






11-15 


22-17 


18-22 


28-24 


15-18 


12- 8 


21-17 


13-22 


25-18 


9-18 


9- 6 


10-14 


9-13 


26-17 


11-16 


23-14 


2- 9 


8- 3 


25-21 


15-18 


20-11 


10-15 


24-19 


11-15 


8-11 


24-20 


8-22 


17-13 


18-27 


3- 7 


17-14 


3- 8 


32-28 


8-11 


19-12 


22-26 


10-17 


29-25 


4- 8 


27-23 


9-18 


30-23 


21-14 


1- 6 


24-20 


12-16 


31-24 


18-27 


6-10 


28-24 


6- 9 


13- 9 


7-10 


7-10 
Drawn. 






TILLICOULTRY 






11-15 


32-27 


14-18 


26-23 


7-14 


6- 2 


23-19 


10-14 


23-14 


18-22 


18-15 


11-15 


8-11 


29-25 


9-18 


25-18 


17-26 


2- 7 


22-18 


4- 8 


21-17 


2- 7 


15-10 


Drawn. 


15-22 


26-22 


5- 9 


31-26 


6-15 




25-18 


7-11 


17-13 


10-14 


19-10 




11-16 


18-15 


3- 7 


26-22 


26-31 




27-23 


11-18 


30-26 


14-17 


13- 6 




16-20 


22-15 


7-10 


15-10 


8-11 








WAGRAM 






11-15 


5- 9 


14-18 


5- 9 


17-21 


7-23 


22-17 


17-13 


23-14 


27-23 


22-17 


24-19 


9-13 


9-14 


10-17 


9-14 


14-18 


15-24 


24-20 


29-25 


27-23 


32-28 


16-12 


28-19 


13-22 


4- 8 


7-10 


3- 7 


18-23 


Drawn. 


25-11 


25-22 


23-19 


19-16 


26-19 




8-15 


8-11 


1- 5 


12-19 


11-16 




21-17 


28-24 


31-27 


23-16 


20-11 





54 



CHECKERS 







WATERLOO 






11-15 


21-17 


1- 6 


22-18 


10-28 


1- 6 


23-18 


11-16 


29-25 


19-23 


22-18 


27-24 


8-11 


20-11 


3- 8 


21-17 


16-19 


6-15 


18-14 


7-16 


25-21 


7-11 


20-16 


24-28 


9-18 


28-24 


2- 7 


32-28 


11-20 


15-24 


24-19 


10-15 


26-23 


8-12 


17-14 


28-19 


15-24 


24-20 


19-26 


28-24 


28-32 


13- 9 


22- 8 


16-19 


30-23 


23-26 


14- 5 


Drawn. 


4-11 


25-22 


15-19 


31-22 


6-10 




27-20 


6-10 


23-16 


12-16 


5- 1 




5- 9 


17-13 


12-19 


18-15 


32-27 









WHILTER 






11-15 


29-25 


18-22 


13- 6 


9-18 


19-15 


23-19 


1- 5 


25-18 


2- 9 


27-24 


17-14 


9-14 


22-17 


15-22 


16-12 


20-27 


15-11 


22-17 


8-11 


23-18 


10-17 


32-14 


14-10 


7-11 


31-26 


22-25 


12- 8 


22-17 


16-19 


25-22 


16-20 


24-19 


17-21 


14- 9 


23-27 


11-16 


19-16 


25-29 


8- 3 


5-14 


19-24 


26-23 


12-19 


17-14 


29-25 


10- 7 


27-32 


5- 9 


23-16 


10-17 


3-10 


14-18 


Drawn 


17-13 


14-18 


21-14 


25-22 


7-16 




3- 7 


26-23 


6-10 


18-14 


18-23 





CHECKERS 55 

WILL-O^-THE-WISP 



11-15 


24-15 


5-14 


11- 7 


8-11 


21-17 


23-19 


12-16 


27-23 


2-11 


15- 8 


13-22 


9-13 


29-25 


8-12 


30-26 


4-11 


23-18 


22-18 


6- 9 


25-22 


14-18 


32-27 


22-26 


15-22 


26-22 


16-19 


22-15 


11-15 


18-11 


25-18 


9-14 


23-16 


11-18 


27-23 


26-30 


7-11 


18- 9 


12-19 


26-23 


1- 6 


11- 7 


19-15 


11-18 


15-11 


19-26 


28-24 


30-26 


10-19 


22-15 


3- 8 


31-15 


6-10 


7- 2 
Drawn, 



CHAPTER V 

TRAPS IN THE OPENINGS 

Of course it is essential for every checker player to be- 
come familiar with the traps or pitfalls which arise in the 
majority of the openings. It would be difficult to name 
a standard line of play which does not contain at least one 
tricky variation that is apt to lure the student into its 
meshes. A collection of the well-known traps follows: 







SINGLE CORNER 




11-15 
22-18 
15-22 
25-18 


8-11 
24-19 
10-15 
19-10 


6-22 9-13 
26-17 17-14 
11-15 4- 8 
28-24 21-17 


13-22 

14-10 

7-14 

23-18 


then 14-23 
27- 4 
and White 
wins. 






SINGLE CORNER 




11-15 
22-18 
15-22 


25-18 

8-11 

29-25 


4- 8 26-22 16-23 
24-20 10-15(a) 20-16 
12-16 23-19 11-20 


then 18-4; 

and White 

wins. 



(a) 8-12, 28-24, 10-15 (b), 24-19, 15-24, 18-14, 9 18, 
22-8; and White wins. 

(b) 10-14, 21-17, 14-21, 18-14, 9-18, 22-8; and White 
wins. 

56 



CHECKERS 57 

CROSS 



11-15 


23-19 


15-18 17-13 15-31 


then 25-2; 


23-18 


9-14 


32-27 2- 7 20- 


4 


and White 


8-11 


18- 9 


11-15 31-26 31-22 


wins (b). 


27-23 


5-14 


26-23 11-16 4- 


8 




4- 8 


22-17 


7-ll(a) 24-20 18-27 




(a) This is the 


; fatal move. The 


proper 


line of play 


starts with 8-11. 








(b) A beautiful finish. 










KELSO 






From 


a game 


between D. A. Brodie and W. F. Sim 


played at Dunedin, in 1894: 






10-15 


11-16 


4- 8 9-13 


13-22 


3-10 


23-18 


27-24 


30-26 26-22 


10- 6 


25- 4 


7-10 


16-20 


14-18 6-10 


1-10 


28-32 


26-23 


31-27 


23-14 14- 7 


19-16 


4- 8 


10-14 


8-11 


9-18 2-11 


12-28 


32-27 


24-19 


18-15 


21-17 15-10 


27-24 


8-11 


15-24 


11-18 


5- 9 11-15 


20-27 


27-23 


28-19 


22-15 


17-14 22-17(a) 32- 7 


11-16 










10-14 










29-25 










Drawn. 


(a) The initial 


move to one of the 


prettiest strokes on 


record. 














AYRSHIRE LASSIE 




11-15 


4- 8 


15-18 11-15 9-14(a) 


15-22 


24-20 


23-19 


22-15 17-13 12- 


8 


then 26-3; 


8-11 


12-16 


10-28 8-11 3-12 


and White 


28-24 


19-12 


21-17 25-22 22-18 


wins. 



(a) The losing move. 



58 



CHECKERS 



11-15 

23-19 
9-14 

22-17 
7-11 

25-22 
11-16 



26-23 
5- 9 

17-13 
3- 7 

29-25 
1- 5 

22-17 



WHILTER 

7- 11 (a) 24-15 



30-26 
14-18 
23- 7 
16-30 
7- 3 
15-19 



11-18 

17-14 

8-11 

3- 8 

11-16 

8-11 



16-20 
11-15 

4- 8 
15-22 

9-18 
22-15 

6- 9 
what is 



13-6 
2-9 

then 31-26; 

and White 

wins- 



known as the 



(a) This losing move forms 
*Bull in the China Shop"; Black loses on all variations. 



11-15 
23-19 

9-14 
22-17 

7-11 



25-22 
11-16 
26-23 
5- 9 
17-13 



3- 7 
29-25 

8-11 
22-17 
14-18 



WHILTER 
23- 5 

16-23 
27-18 
15-29 
32-27 



29-25 
27-23 
25-22 
24-19 
6- 9 



OLD FOURTEENTH 



9-14 1- 6(3) 12-19 

31-26 32-28 23-16 

6- 9(2) 3- 8(4) 8-12(a) 

13- 6 30-26(5) 24-19 

9-13 15-31 

19-16 22- 8 

13-17, 22-13, 8-12, 



11-15 15-18 

23-19 24-20 

8-11 11-15 

22-17 28-24 

4- 8 8-11 

17-13 26-23(1) 26-22 

(a) The losing move; 
26-22, 12-19 draws. 

VARIATION 1 



2- 9 



26-22 
9-14 

31-26 
5- 9 



26-23 

1- 5 

22-17 

11-16 



20-11 
7-16 

25-22 
18-25 



29-22 

3- 7 

22-18 

15-22 



13-6 

then 22-13; 

and Black 

wins. 



12-19 
8- 3 

31-22 
then 25-2; 
and White 

wins. 
24-19, 15-31, 



19-15 

10-28 

17- 3 

and Black 

wins. 



CHECKERS ■ S9 







VARIATION 


2 




18-22 


) 


15-18 


11-18 


14-21 


12-19 


25- S 


) 


26-22 


32-28 


23-14 


24- 8 


5-14 




3- 8 


8-11 


10-17 


and White 


29-25 


1 


22-15 


21-17 


19-16 


wins. 






VARIATION 


3 




The following variation has been termed 


"The Scrub's 


Delight' 


'). 










9-13 


23-14 


22-26 


24-15 


15- 6 


21-17 


22-17 


10-17 


15-10 


31-24 


2-9 


6-10 


13-22 


25- 2 


26-31 


15-11 


3-10 


23-18 


20-16 


17-22 


29-25 


24-19 


9-13 


15-19 


11-20 


19-15 


12-16 


11- 7 


10-15 


18-15 


21-17 


21-25 


25-22 


19-15 


27-23 


then 19-23; 


14-21 


30-21 


16-19 


32-27 


1- 6 


and White 
wins. 



VARIATION 4 

The Old Fourteenth is full of traps. In reply to 9-13, 
the natural move of 30-26 loses by the following ingenious 
line: 



9-13 19-16 14-17 25-21 15-19 
;0-26(«) 12-19 21-14 18-25 24- 8 
6- 9 23-16 10-17 29-22 3-19 


21-14 
then 9-25; 
and Black 


(a) 22-17, 13-22, 21-17, 14-21 draws. 


wins. 


VARIATION 5 




22-17 18-25 22-15 
9-13 29-22 then 13-22; and 
25-22 15-18 Black wins. 



60 



CHECKERS 









CROSS 






11-15 


18-11 


4- 8 


19-15 


16-20 


32-23 


23-18 


16-20 


25-22 


3- 8 


28-19 


then 6-24; 


8-11 


24-19 


8-11 


22-17(a) 


9-14 


and Black 


27-23 


7-16 


29-25 


20-24 


18- 9 


wins. 


11-16 


22-18 


10-14 


17-10 


11-27 




(a) The losing 


move. 












SECOND 


DOUBLE CORNER 




11-15 


28-19 


5- 9 


22-17 


16-20 


18- 9 


24-19 


9-14 


26-22 


11-16 


31-26 


10-14 


15-24 


22-18 


8-11 


25-22 


9-13 


17-10 



AYRSHIRE LASSIE 



11-15 

24-20 

8-11 

28-24 



4- 8 
23-19 
15-18 
22-15 



(a) 25-22, etc. 



11-18 
26-22 
7-11 
22-15 
draws. 



11-18 11-16 

30-26 20-11 

8-11 3- 7 

26-22(a) 22-15 



then 6-31; 
and Black 

wins, 
7-23 

27-18 
and Black 

wins. 



SOUTER 

11-15 25-22 18-22 27-18 6-15 14- 7 

23-19 8-11 25-18 10-19 13- 6 3-10 

9-14 30-25(a) 15-22 24-15 1-10 then 28-3; 

22-17 4- 8 23-18 7-11 31-26 and White 

6- 9 22-17 11-16 32-27 22-31 wins. 

17-13 14-18 18-15 12-16 18-14 

2- 6 26-23 16-23 15-10 31-24 

(a) A weak move; played with the object, however, of 
springing the trap. 



CHECKERS 



61 









BRISTOL 




11-16 


12-19 


4- 8 


12-19 8-12 


9-18 


24-20 


22-18 


23-16 


27-23 21-17 


26-23 


16-19 


8-11 


8-12 


3- 8(a) 12-19 


18-27 


23-16 


27-23 


32-27 


23-16 18-14 


then 31-8; 

and White 

wins. 


(a) 


11-16, 20-11, 7-16, 


18-15, 16-20, 23-16, 


10-19, etc., 


draws. 














SWITCHER 




11-15 


10-17 


15-18 


ll-15(a) 12-19 


1-10 


21-17 


21-14 


24-20 


30-26 27-20 


then 22-6; 


9-13 


6-10 


2- 6 


6- 9{b) 18-27 


and White 


25-21 


22-17 


28-24 


24-19 31- 6 


wins. 


8-11 


13-22 


4- 8 


15-24 9-18 




17-14 


26-17 


29-25 


20-16 26-22 




(a) 


18-22, 25-18, 10-15 draws. 





(b) The losing move. 







BRISTOL-CROSS 


> 




11-16 


16-19 


9-13 


19-28 


6-15 


then 25-2; 


23-18 


24-20 


25-22 


30-25 


22-17 


and White 


10-14 


7-10 


2- 7 


10-19 


13-22 


wins. 


18-15 


22-17 


28-24 


17-10 










BRISTOL-CROSS 


> 




11-16 


24-19 


10-19 


22- 8 


20-27 


then 31-8; 


23-18 


8- 11 (a) 


18-14 


4-11 




and White 


16-20 


19-15 


9-18 


27-24 




wins. 



(a) Here the proper play is 9-14, 18-9, 5-14, 27-23, 
8-11, etc. 



62 CHECKERS 

MAID OE THE MILL 



11-15 9-18 


6-10 11-16 


2-11 


21-30 


22-17 24-20 


30-26 20- 4 


21-14 


31-26 


8-11 4- 8 


1-6 3-8 


30-21 


30-23 


17-13 26-23 


24-19 4-11 


14- 9 


then 27-2; 


15-18 10-14 


14-17(a) 7-30 


5-14 


and White 


23-14 28-24 


23-14 14- 7 


29-25 


wins. 


(a) The initial 


move of a combination 


which sweeps 


seventeen pieces ( 


3ff the board. 

KELSO 






10-15 6-10(a) 


11-16 16-23 


2- 9 


then 27-2; 


23-19 22-17 


17-13 13- 6 




and White 
wins. 


(a) 7-10 or 15-18 are considered 


stronger. 





SINGLE CORNER 

Here is the famous old trap called the "Goose Walk": 



11-15 
22-18 
15-22 


25-18 

8-11 

29-25 


4- 8 
25-22 
10-15 


24-20 16-19 
12-16 23-16 
27-24(a) 15-19 


24-15 
then 9-14; 
and Black 

wins. 


(a) 
draws. 


21-17,8-12 


, 17-13, 


7-10, 27-24, 9-14, 


18-9, 5-14, etc., 






CROSS-CHOICE 




11-15 

23-18 

9-14 

18- 9 


5-14 
22-17 

7-11 
17-13 


11-16 

24-19 
16-23 
27- 9 


1- 5 6-13 
26-22 22-17 

5-14 13-22 
13- 9 25- 9 


8-11 
21-17; 
and White 

wins. 



CHECKERS 



63 



KELSO EXCHANGE 

10-15 25-18 10-15(^) 23-16 9-14 and Black 

22-18 6-10 25-22 12-19 18- 9 wins. 

15-22 29-25(a) 15-19 24-15 11-25; 

(a) If 26-22 a beautiful line of play from an over-the- 
board game between G. Reid and J. R. Marshall is given 
as follows: 



26-22 


24-19 


18-14 


25-22 


14-10 


30-26; 


10-15 


15-24 


6- 9 


2- 6 


7-14 


and White 


29-25 


28-19 


22-18 


27-24 


22-17 


wins. 


9-13 


1- 6 


11-16 


16-20 


13-22 




(b) Here 11-15 


is stronger. 












PAISLEY 






11-16 


10-14 


11-16 


7-10 


5-14 


6-15 


24-19 


25-22 


28-24 


26-22 


19-15 


22-17 


8-11 


16-20 


4- 8 


9-13 


10-26 


13-22 


22-18 


30-25 


22-17 


18- 9 

CROSS 


17-10 


then 25-4; 

and White 

wins. 


11-15 


4- 8 


14-23 


14-18 


16-23 


18-25 


23-18 


23-19 


26-19 


17-14 


14-10 


then 27-4; 


8-11 


10-14 


7-14 


11-16 


6-15 


and White 


27-23 


19-10 


22-17 


31-27 

CROSS 


25-22 


wins. 


11-15 


18-11 


4- 8 


19-15 


16-20 


32-23 


23-18 


16-20 


25-22 


3- 8 


28-19 


then 6-24; 


8-11 


24-19 


8-11 


22-17 


9-14 


and Black 


27-23 


7-16 


29-25 


20-24 


18- 9 


wins. 


11-16 


22-18 


10-14 


17-10 


11-27 





64 



CHECKERS 







LAIRD 


AND LADY 




11-15 


9-13 


15-18 


11-16 


6-15 


then 27-4; 


23-19 


17-14 


19-15 


26-22 


25-21 


and White 


8-11 


10-17 


4- 8 


16-23 


18-25 


wins. 


22-17 


21-14 


24-19 


15-10 










EDINBURGH 






9-13 


23-16 


9-14 


20-16 


6-13 


31-15 


22-18 


12-19 


29-25 


18-23 


21-14 


23-27 


11-16 


18-15 


14-18 


22-18 


8-11 


32-23 


24-20 


5- 9 


27-24 


13-17 


15- 8 


then 7-10; 


16-19 


25-22 


10-14 


18- 9 


4-27 


and Black 



Wins. 



DOUBLE CORNER 



9-14 


24-19 


11-16 


22-18 


9-13 


18- 9 


22-18 


8-12 


29-25 


7-11 


18- 9 


11-18 


5- 9 


27-24 


4- 8 


26-22 


5-14 


21-14 


25-22 


16-20 


18-15 


3- 7 


22-18 


10-17; 


12-16 


31-27 


1- 5 


30-26 

DENNY 


13-17 


and Black 

wins. 


10-14 


11-16 


14-18 


4- 8 


10-19 


2- 7 


22-18 


29-25 


23-14 


31-26 


3-10 


22-18 


7-10 


8-11 


9-18 


18-23 


6-31 


7-11 


25-22 


18-15 


21-17 


27-18 


17-14 


30-25 


3- 7 


11-18 


16-23 


12-16 


1- 6 


then 31-26; 


24-19 


22-15 


26-19 


19- 3 


25-22 


and Black 
wins. 



CHECKERS 



65 



CENTER 

Here's how Barker beat Hefter: 



11-15 


10-17 


16-19 


9-13 


7-14 




23-19 


21-14 


26-22 


26-23 


27-23 




8-11 


11-16 


7-11 


13-22 


19-26 


11-18 


22-17 


19-15 


31-26 


23-16 


30-23 


then 32-14; 


15-18 


4- 8 


2- 7 


12-19 


18-27 


and White 


17-14 


24-20 


22-17 


14-10 


25- 2 


wins. 






LAIRD AND LADY 




A neat line of tricky pL 


ay goes: 






11-15 


17-14 


4- 8 


26-23 


12-16 


12- 3 


23-19 


10-17 


24-19 


16-20 


19-12 


2- 7 


8-11 


21-14 


13-17 


31-26 


7-10 


3-10 


22-17 


15-18 


28-24 


18-22 


14- 7 


then 6-31; 


9-13 


19-15 


11-16 


25-18 


3-28 


and Black 
wins. 






DEFIANCE 






Another "gold brick" 


which deserves study is the fol- 


lowing: 












11-15 


25-9 


15-24 


22-18 


3- 7 


31-24 


23-19 


5-14 


28-19 


4- 8 


18- 9 


8-11 


9-14 


29-25 


11-15 


18-15(a) 


13-17 


30-25 


27-23 


11-15 


32-28 


1- 6ib) 


21-14 


7-10 


8-11 


25-22 


15-24 


26-22 


6-13 


25-22 


22-18 


7-11 


28-19 


9-13 


15- 6 


10-14; 


15-22 


24-20 


6- 9 


22-18 


2-27 


and Black 



Wins. 



(a) 20-16 draws. 

(b) 1-5, 15-6, 14-17, 21-14, 9-27; and White wins. 



66 CHECKERS 

BLACK DOCTOR 

Here is a trap that is interesting: 



11-15 


10-17 


2- 7 


8-11 


11-15 




23-19 


19-10 


27-23 


32-28 


12- 8 




8-11 


7-14 


6-10 


12-16 


3-12 


10-17 


22-17 


25-22 


24-20 


24-19 


23-18 


then 26-3; 


9-13 


4- 8 


11-15 


15-24 


14-23 


and White 


17-14 


29-25 


28-24 


28-12 


21-14 


wins. 






WHITE DYKE 






Many famous players 


have been 


caught 


in the follow- 


ing snare: 










11-15 


21-14 


15-18 


30-26 


10-17 


29- 6 


22-17 


9-18 


24-20 


2- 6 


19-10 


1-10 


8-11 


23-14 


11-15 


23-19 


7-14 


20-16 


17-14 


4- 8 


28-24 


6-10(a) 


25-22 


12-19 


10-17 


26-23 


6- 9 


32-28 


18-25 


then 24-6; 
and White 



Wins. 
(a) 8-11, 19-10, 6-15, 26-22, 12-16, 24-19, 16-23, 20-16, 
11-20, 25-21, 18-25, 27-2, 9-18, 29-15; and White wins. 

SECOND DOUBLE CORNER 

From a Freeman-Barker sitting: 



11-15 


11-16 


8-11 


7-10 


1-10 


15-19 


24-19 


25-22 


26-22 


30-26 


23- 7 


29-25 


15-24 


16-20 


10-14 


10-19 


2-11 


11-15 


28-19 


22-17 


19-15 


17-10 


26-17 


25-22 


8-11 


4- 8 


3- 8 


6-22 


10-15 


8-11 


22-18 


17-13 


22-17 


13- 6 


17-14 


21-17; 
and White 
(Freeman) 



Wins. 



CHECKERS 



67 



11-15 


19-15 


11-15 


17-14 


18-23 


22-15 


23-19 


10-19 


28-24 


9-13 


27-11 


then 13-31; 


8-11 


24- 8 


12-16 


32-28 


20-27 


and Black 


22-17 


4-11 


30-26 


6- 9 


31-24 


wins. 


15-18 


26-22 


16-20 


21-17 


9-18 





SECOND DOUBLE CORNER 

(Boomerang Trap) 



11-15 


5- 9 


3- 7 


9-13 19- 3 




24-19 


26-22 


22-17 


(best) 12-16 




15-24 


(best) 


11-15 


23-18(a) 31-22 




28-19 


7-11 


18-11 


14-23 16-20 


3-10; 


9-14 


27-24 


8-15 


17-14 24-19 


and the 



22-18 (best) 25-22 10-26 2- 7 Boomerang. 
(a) 22-18, 13-22, 15.-11, 7-16, 30-26, 16-20, etc., draws. 



OLD FOURTEENTH 



A pretty one: 










11-15 


17-13 


7-10 


27-23 


12-19 




23-19 


15-18 


21-17 


9-14 


23- 7 




8-11 


24-20 


14-21 


30-26 


30-23 


then 27-2; 


22-17 


10-14 


23- 7 


21-30 


31-27 


and White 


4- 8 


26-23 


3-10 


19-16 

DUNDEE 


2-11 


wins. 


12-16 


16-19 


7-10 


8-11 


2- 7 


19-26 


24-20 


24-15 


32-28 


15- 8 


30-25 


27-23 


f8-12 


10-19 


9-14 


4-11 


1- 5 


13-22 


28-24 


18-15 


25-22 


27-24 


31-27 


then 25-2; 


3- 8 


11-18 


5- 9 


11-15 


9-13 


and White 


23-18 


22-15 


22-17 


20-16 


26-23 


wins. 



68 



CHECKERS 



MAID OF THE MILL 



Look at this: 










11-15 


23-14 


10-15 


23-18 


22-31 




22-17 


9-18 


26-23 


7-10 


18-14 




8-11 


24-20 


18-22 


30-25 


31-24 


then 28-3; 


17-13 


4- 8 


25-18 


12-16 


14- 7 


and White 


15-18 


21-17 


15-22 


31-26 


3-10 


wins. 






PAISLEY 






11-16 


16-20 


14-17 


10-14 


11-18 


1-10 


24-19 


22-17 


21-14 


25-21 


19-15 


30- 7 


8-11 


6-10 


10-26 


3- 7 


10-26 


5- 9 


22-18 


17-13 


31-22 


22-17 


17-10 


7- 2; 


10-14 


2- 6 


7-10 


7-10 


6-15 


and White 


26-22 


25-22 


29-25 


18-15 


13- 6 


wins. 



OLD FOURTEENTH 

One of Wyllie^s favorite traps goes: 



11-15 


4- 8 


9-14 


6-15 


16-23 


18-25 


23-19 


17-13 


26-23 


28-24 


20-16 


then 27-4; 


8-11 


15-18 


10-15 


12-16 


11-20 


and White 


22-17 


24-20 


19-10 


23-19 


25-22 


wins. 






OLD 


FOURTEENTH 




Another Old Fourteenth by the 


famous Scotch expert 


runs: 












11-15 


17-13 


11-15 


20-16 


30-23 


26-22 


23-19 


15-18 


28-24 


11-20 


27- 2 


11-16 


8-11 


22-15 


8-11 


19-16 


6- 9 


22-17 


22-17 


11-18 


26-23 


12-28 


13- 6 


10-15 


4- 8 


29-25 


2- 7 


21-17 


3- 8 


2- 7*; 


25-22 


7-11 


30-26 


14-30 


31-26 


and White 


9-14 


24-20 


5- 9 


23- 5 


8-11 


wins. 



CHAPTER VI 

THE MOVE 

The move's the thing! To have the move is a de- 
cided advantage, and without it you are often apt to lose 
in a position which is otherwise quite equal. The move 



^ r WM.im'% 



m 



m 



m. T" mm. 

m, 









. m 



m, ' mm. ■^mm 



m ^^g 



enables you to "block'' your adversary, so that when the 
number of free moves are exhausted you, with the move, 
will be in such a position that your adversary, in the 

69 



70 CHECKERS 

majority of cases, emerges with the inferior game, and in 
many instances his position is quite hopeless. 

But how am I to know when I have the move? you 
ask. 

There are several ways of determining which side has 
the move The best method and the one used by nearly 
all of the checker experts is the old system invented by 
Patterson. He says: Consider the four squares of your 
''king row" as the bottom squares of a system of sixteen 
squares. If it is your turn to play count all the pieces, 
both Black and White, that are in those sixteen squares. 
If the total number is ODD, you have the move. If the 
total is EVEN, your opponent has the move. 

Thus, in the diagram on page 69, Black regards the 
sixteen dotted squares as the "system." It is his turn to 
play. He finds two Black pieces and one White, three in 
all, on the squares of the system. As the number is 
ODD, Black has the move. The Black piece on 14, 
although at first glance apparently in the "system," is 
not counted, as it is not on one of the sixteen dotted 
squares. 

Here is an old rhyme, which will help you to remember 
this rule: 

When it is your turn to play, 
Systems one to four survey; 
If the total ODD should prove, 
Then you'll find you have the move. 
But if EVEN then it's clear 
You will have a "block" to fear. 

What you must remember is that it is the total num- 
ber of pieces in the lanes or trenches of your system which 



CHECKERS 



71 



you must count, and not all the men on the board. In 
the diagram there are 6 men — 3 whites and 3 blacks, but 
the number of pieces upon your system lines is 3 — 2 blacks 
and 1 white man. Hence you have the move. 

If you are playing the white pieces your system lanes 
will begin on squares 29, 30, 31 and 32. 

When you find your opponent has the move, an even 
exchange of pieces will change it. 

An exception to the rule, given by Hill, is pictured on 
the following diagram: 

BLACK 




WHITE 



The piece on 28 loses Black the game, because it can- 
not be moved, though Black has the move in theory. 



72 



CHECKERS 



On the subjoined diagram Black has not the move, but 
gains it by forcing an exchange, one for one, thus: 18-23, 
11-7, 19-15, 28-24, 23-18, 24-20, 18-14, 7-2, 15-10, 20-16, 
14-9, 16-11, 9-13, 11-8, 10-6, and Black wins. 



BLACK 



i^ «^ «^ »^ 



WHITE 

Black to play and win. 



CHAPTER VII 
TWO IMPORTANT END POSITIONS 

FIRST POSITION 

To know how to put the finishing touches to a game 
after you have obtained a decided advantage is an art 
which can only be acquired by experience and through a 
thorough knowledge of the end-game. 

First Position is the name of that particular end-game 
wherein one side has two Kings against the adversary's 
King and single man. It is of the utmost importance to 
know how to terminate a position of this nature. 

Of course it depends upon the location of your adver- 
sary's pieces if you have two kings against his king and 
single man, whether or not you can force him into first 
position. If your kings are separated, then he may have 
a fair chance for a draw. 

Many expert players have failed on first position. Not 
because it is the most difficult ending in checkers, but 
because they have neglected to play over or refresh their 
memories from time to time upon the correct method of 
conducting this end-game. Checkers, like all other 
games, requires much practice. Checker end-games, es- 
pecially the standard endings, should be studied thor- 
oughly and memorized, so that you will be able to play 
through first position, or any of the other standard posi- 
tions, without being put to the humiliation of abandoning 
as drawn an ending that you know you should win on 
principle. 

73 



74 



CHECKERS 



The appended diagram shows a position with White to 
move and win. It is known as the ''first stage" of First 
Tosition, the correct Hne of play begins with a neat stroke, 
forcing Black into a disadvantageous position. 



(First Stage) 

BLACK 




WHITE 

White to play and win. 

Solution.— Wc start with a pretty stroke, playing 10-6, 
2-9, 20-16, 12-19, 27-23, 19-26, then we collect with 31-6. 
Now the game continues with 21-25, 6-1 (King), 25-30 
(King), 1-6, 30-26, 



CHECKERS 



75 



Now we have reached a sil nation which is called the 
"second stage." Here is the setting: 

(Second Stage) 

BLACK 



WM WM W%^ 

M S ^ "^ 

WMA W%^ W^ W%^' 

m ^1 ^1 



WHITE 

White to play and win. 

In the second stage we are gradually but surely bound 
to force matters to a successful issue as follows: 

6-10, 26-23, 11-7, 23-27, 7-2, 27-24, 2-7, 24-27, 7-11, 
27-23, 10-15, 23-27, 15-19, 27-32, 11-15, 32-27, 15-18, 27-32, 
18-23, 32-28, 23-27, 28-32, 19-23, 32-28, 27-32, 28-24. 

At last we have driven the black King out of the double 
corner and we continue with — 



76 



CHECKERS 



32-28, 24-20, 23-19, 3-8— and the single man is obliged 
to start in lieu of a better continuation. 

We reply with — 

28-32, 8-12, 32-27, 20-16, 19-15, 16-20, 15-11, 21-17, 
11-15; and White wins. 

We have at last forced an accurate win by correct play. 
However, on the following diagram we have a form of 
First Position by Payne, which is very instructive, and by 
no means easy; 



First Position By Payne 

BLACK 



M. ^m. w/M. w/M. 






^ W//M W/M 



^ -^ y////M. 



m. mm. 
w/m m 



Wy. V///M. W//M w/m. 

wm 'mm wm w. 



'm. 



WHITE 

Black to play and win. 



CHECKERS 77 

Here Black is given the move. The win is brought 
about as follows: 

17-13 1-5 1-5 17-13(c) 10-14 25-22 
5-1 6-1 9- 6{b) 18-15 22-25 10-15 



13- 9 


5- 9 18-15 


9-14 


5- 1 


22-25 


1- 5 


10-15 21-17 


1- 5 


25-22 


15-18; 


9- 6 


9-5 5-1 


14-17 


1- 6 


and Black 


5- 1 


15-18 6- 9 


15-10 


22-25 


wins. 


14-10 


5- 9(a) 15-18 


17-22 


6-10 





(a) If 21-17,18-22, 17-14, 1-6, 5-1, 6-2, 1-5, 22-17; and 
Black wins. 

(b) 9-13, 18-22, 21-17, 5-1, 17-14, 1-5, 14-10, 22-18, 10-6, 
5-1; and Black wins. 

(c) 9-5, 18-22, 17-14, 1-6, 5-1, 6-2, 1-5, 22-17, 14-9, 
17-14; and Black wins. 

Very little doubt is left in the mind of the solver after 
going through Payne^s First Position as to the proper 
method of forcing the win. 

I am acquainted with a number of really good checker 
players, that is, they are splendid natural players, but 
they confess openly that they care nothing for book 
study. Such a confession is an acknowledgment that 
they are not familiar with the strongest lines of play. 
The book positions are very much like exercises to the 
musician; it is absolutely necessary to play them over 
frequently in order to become familiar with the correct 
systems. Going over the openings once or twice is not 
sufficient. Unless you have an exceptional memory, and 
can master the principles in the end-games, etc., with one 
or two readings, it is well for you to practice your exer- 
cises at stated periods. 



78 



CHECKERS 



SECOND POSITION 

Another form of the standard end-game, more diffi- 
cult than our preceding example, has been given the 
title of Second Position. It, too, should be mastered by 
diligent study. Here is a specimen setting: 



WHITE 



^^W^W ^'w'^''''' 



BLACK 

Black to play and win. 

It will be observed that in the above position the 
forces are equal, but Black has the superior game. Good 
positional judgment can be acquired only by experience, 
and it is not to be expected that you will always be able 



CHECKERS 79 

to recognize when you have obtained a slight positional 
advantage. However, the player who can analyze cor- 
rectly in the greatest number of instances will win the 
greatest number of games, and by becoming familiar with 
these standard lines of play (cut and dried end-games they 
have been called) you will soon master the principle of 
pressing a small advantage into a sure win. 

Second Position is solved as follows: * 

1-5, 8-11, 5-9, 11-15, 9-14, 15-11, 14-18, 11-16, 18-15, 
16-20, 15-11, 20-24, 3-7, 24-19, 7-10, 19-23, 10-15, 23-27, 
15-19, 27-32, 19-24, 32-28, 24-27, 28-32, 27-31, 32-28, 
31-27, 28-32, 27-23, 32-28, 23-18. 

Your advantage is slight, and the process of winning 
is necessarily tedious and long drawn out, but so far you 
will note that we have accumulated additional force and 
driven the Black King into a place where he is isolated 
from the single men. White continues 28-24, 18-14, 24-19, 
6-10. 

Now we have started our remaining single man toward 
'the King row. Soon we shall have added more strength 
to our force. 

19-23, 10-15, 23-27, 15-19, 27-32, 19-24, 32-28, 24-27, 
28-24, 27-32, 24-28, 32-27, 28-32, 27-24, 32-28, 24-19, 
28-32, 19-15, 32-28, 15-10, 28-24, 10-6, 24-19, 14-10, 19-24, 
10-15, 24-28, 15-19, 28-32, 19-24, 32-28, 11-16, 28-19, 
16-23, 12-8, 23-18, 8-4, 18-14, 4-8, 6-1, 8-11, 14-9, 13-6, 
1-10, 11-16, 10-15, 16-20, 15-19; and Black wins. 

At last we have succeeded in building little by little 
upon our advantage until we have forced our White ad- 
versary to resign. Our theory of getting a small ad- 
vantage and then little by little enlarging upon it is still 
uppermost in our minds. Make this ''small advantage" 
theory your motto. First get it, and then build upon it. 



80 CHECKERS 

In playing the modern game of checkers (and chess, too, 

for that matter) the expert obtains first a Httle the supe- 
rior position. He gets this from his knowledge of the 
opening moves. In order to overcome this advantage it 
is necessary for his adversary to break up formations which 
were put in place for some definite purpose. This pur- 
pose the expert by analysis soon discovers, so that by try- 
ing to overcome one advantage we are often weakening 
other more important points. Our theory, then, seems to 
resolve itself into one rule — ^'Accumulate Small Ad- 
vantages and thereby win." 

If I am not greatly mistaken this is one of the few set 
rules which may be accepted as infallible. Bear it in 
mind always. 



CHAPTER VIII 
BRILLIANT GAMES 

Selected by L. S. Hart, Jr. 

The author is indebted to Lane S. Hart, Jr., of Dun- 
cannon, Pa., an American player, composer, and solver of 
considerable -reputation for his valued assistance in col- 
lecting both games and problems by the world's best 
checkerists for this book. The games are specimens of 
brilliant and accurate play, and in most instances are 
copiously annotated, while the problem department con- 
tains a liberal selection of 148 of the world's best checker 
compositions. 

In playing over the games the student should not 
hasten from move to move in his anxiety to reach the 
end, where, strange to state, most players seem to think 
the most important and instructive play centers. This 
is not true. Each game should be carefully considered 
move for move. Stifle your curiosity to discover which 
side wins. Form the habit of judging from the position 
before you which side has the better game, and then de- 
cide which move you would continue with before you 
consult the score again. This is excellent practice. 

Finished players as well as students the world over 
will find in these games and problems a great source of 
knowledge. 

Our first game is a pretty Single Corner. 

81 



82 CHECKERS 

GAME NO. 1 







Single 


Corner 






11-15 


7-10 


10-14 


23-27 


17-22 


26-30 


22-18 


27-24 


19-15 


7- 2 


26-17 


25-21 


15-22 


9-14 


3- 8 


27-32 


13-22 


30-26 


25-18 


18- 9 


23-19 


2- 6 


31-27 


10- 7 


8-11 


5-14 


16-23 


9-13 


28-24 


18-14 


29-25 


32-27 


26-19 


6-10 


27-23 


7- 3 


4- 8 


1- 5 


14-23 


15-18 


24-27 ( 


;«) 26-23 


24-20 


24-19 


15-10 


24-19 


23-18 


3- 8 


10-15 


15-24 


6-15 


32-28 


27-23 


23-19 


25-22 


28-19 


13- 6 


19-15 


18-14 


(b)8-n 


12-16 


14-17 


2- 9 


18-23 


22-26 




21-17 


27-24 


19-10 


15-11 


30-25 




8-12 


5- 9 


11-15 


8-15 


23-18 




17-13 


22-18 


10- 7 


10-26 


14-10 




(a) Play to this 


point by F. W. Drinkwater 




(6) Same positio 


m now as 


Problem No. 6, 


Var. B 


first move. 




GAME 


NO. 2 










Souter 






11-15 


15-24 


6-15 


1- 6 


14-17 


26-31 


23-19 


28-19 


13- 9 


2- 9 


23-19 


8-11 


9-14 


11-15 


14-18 


5-14 


8-11 


31-27 


22-17 


27-24 


23-14 


25-22 


19-15 


11-15 


6- 9 


14-17 


7-10 


28-32 


27-23 


27-24 


17-13 


2M4 


14-7 


31-26 


15- 8 


15-11 


2- 6 


9-18 


3-10 


32-27 


23-14 ( 


;«) 24-19 


25-22 


26-23 


9- 6 


30-25 


25-21 




8-11 


18-27 


15-18 


27-24 


17-22 




29-25 


32-23 


22-15 


26-23 


8- 3 




4- 8 


10-14 


10-28 


24-27 


22-26 




24-20 


19-10 


6- 2 


22-18 


3- 8 





CHECKERS 83 

The play at the bottom of page 82 is by Robert Home. 
(a) Same position now as Problem No. 6/Var. B, at 
first move. 

These two games contributed by ^^Monsieur X.'' 

A PRETTY DENNY GAME 

The Denny Opening is an interesting method of begin- 
ning the game, and has produced no end of briUiant and 
complicated positions. Some players adopt this opening 
when they feel like experimenting. 

The game, scored below is a beauty, and terminates 
with an intricate end-game which is given later as a 
problem. The position has puzzled the best of players 
and is worth study. 

GAME NO. 3 

Denny 



10-14 


9-25 


8-12 


2-18 


25-30 


17-21 


24-20 


29-22 


26-23 


17-14 


26-23 


6- 2 


11-15 


15-19 


19-26 


18-22 


30-26 


26-23 


22-17 


22-17 


30-23 


21-17 


23-18 


2- 6 


6-10 


8-11 


10-15 


22-25 


10-14 


21-25 


17-13 


27-23 


27-24 


17-13 


18- 9 


6-10 


1- 6 


4- 8 


15-18 


7-10 


5-14 


25-30 


25-22 


23-16 


23-14 


14- 7 


13- 9 


(a) 10-14 


14-18 


12-19 


6- 9 


3-10 


14-17 




23-14 


32-27 


13- 6 


31-26 


9- 6 





At this stage Mr. Dunne remarks: ^^The position is now 
the same, with colors reversed, as Mr. Jackson's prize 
problem, ^An Evening Study.' '' 

See Problem No. 39 for position at (a) and solution of 
same for continuation of above game which was copied 
from The Scottish Draughts Quarterly. 



84 CHECKERS 

GAME NO. 4 

Ayrshire Lassie 
Black, Ballantyne; White, Buchanan 



11-15 


22-17 


19-23 


28-24 


8-11 


26-22 


24-20 


9-14 


27- 9 


17-21 


23-18 


25-29 


8-11 


18- 9 


6-29 


32-27 


25-29 


18-15 


23-18 


5-14 


15- 6 


29-25 


24-19 


11-25 


4- 8 


25-22 


2- 9 


31-26 


29-25 


16-11 


26-23 


11-15 


21-17 


25-29 


19-16 


7-16 


15-19 


29-25 


9-13 


27-23 


25-29 


20-11 


23-16 


15-18 


17-14 


29-25 


9- 5 




12-19 


22-15 


13-17 


14- 9 


29-25 





And now we have Mr. Hart's problem after the fifth 
move — No. 126. 
Played in the Scottish Tournament of 1897. 

GAME NO. 5 

Played between H. D. Lyman and W. A. Stone, Jr. 

Old Fourteenth 

Black, Lyman; White, Stone 



11-15 


26-23 


10-15 


24-20 


25-22 


7-10 


23-19 


9-14 


19-10 


22-25 ■ 


16-12 


8-11 


8-11 


31-26 


6-22 


29-22 


22-18 


13- 9 


22-17 


5- 9 


23-18 


18-25 


12- 8 


11- 8 


4- 8 


21-17 


7-10 


27-23 


3-12 


30-26 


17-13 


14-21 


32-28 


25-29 


11- 8 


21-25 


15-18 


23- 5 


12-16 


23-19 


18-15 


26-22 


24-20 


15-18 


18-15 


15-24 


8- 3 


25-30 


11-15 


26-23(6) 


11-18 


28-19 


15-11 


22-17(a) 


28-24 


18-22 


20-11 


29-25 


3- 7 




8-11 


25-18 


10-15 


19-16 


11- 8 





CHECKERS 85 

(6) 25-22, 18-25, 29-22, 21-25, 30-21, 11-16; Black wins, 
(a) Now the position shown in Problem No. 138; for 
continuation, see solution to that problem. 





GAME 


NO. 6 






Played 


between F. A. Johnson and L. S. 


Hart, Ji 


Hart played the Whites. 








11-15 


21-17 7-16 


28-24(g) 


5- 9{i) 


10- 6 


22-18 


8-12 25-21 (e) 


20-27 


14- 5 


1-10 


15-22 


17-14(a) 6- 9 


32-23 


7-14 


2- 6 


25-18 


16-19 22-18 


17-22(70 


16-110) 


10-15 


8-11 


23-16 2- 7 


26-17 


25-29 


6- 9 


29-25 


12-19 27-24 


9-13 


15-lOW 


15-18 


4- 8 


30-25 (J) 20-27 


23-19 


29-25 


1- 5 


25-22 


9-13(c) 31-15 


13-22 


11- 7 


Drawn. 


12-16 


20-16((f) 16-20 


18-15 


25-22 


Drawn. 


24-20 


11-20 15-10(/) 


22-25 


7- 2 




10-15 


18-11 13-17 


19-16 {x)22-\.1 





{a) Considered untenable for forty years. 

ih) J. Maize stars 27-23 here as the only move to draw. 
See Lee's Guide, Page 129, Var. 6. 

{c) Seems best. Jordan played same against Singrey. 
This game may be found in ''State" of Columbia, S. C, 
No. 102. 

{d) Sacrificing for position. 

(e) Singrey against Jordan regained the lost man at 
this point. This game was drawn, but the editor showed 
an easy win for Black that Jordan overlooked. 

(/) This move should have lost for White. 28-24 gives 
White an equal game. Analysis below. 

(g) I was tempted to play 18-15 here, for if, following 



86 CHECKERS 

the exchange, Black plays anything except 18-22 White 
wins; if 18-22 Black wins. 

(h) 7-11 loses for Black by 10-6. 

The moves from (h) to point marked (x) were suggested 
by Mr. Johnson. As I saw a chance to get out of the 
hole, I accepted them as part of the record. 

(i) The right time for this trade. 

(j) 15-10 is proper here as it forces 14-18; 25-30 giving 
White a draw by 10-6. 

(k) A true bridge position now. Black should have won. 

Question : Can Black force a win after the twenty-fourth 
move? 

At note (0 instead of 15-10 play thus: 

28-24, 20-27, 32-23, 13-17 (a), 23-19, 17-20 (b), 26-17, 
9-13, 19-16, 13-22, 15-11, 7-10, 14-17, 3-10; drawn. 

(a) 1-6, 23-19, 13-17, 26-23, 17-22, 15-11, 7-16, 19-12, 
22-26, 23-19, 26-30, 19-15, 30-26, 14-10, 26-23, 10-1, 
23-14, 1-6, 9-13, 6-20; drawn. 

(b) 9-13, 26-23 makes it easy for White. 

Most checker enthusiasts like to see games containing 
lines of play which are apt to arise in different openings. 
The greater number of variations you know the stronger 
your game will become, because knowing and growing to 
recognize the various positions as weak or strong is the 
reward of your careful analysis and study. 

GAME NO. 7 

The following game, published as Game No. 12, in 
Alfred Jordan^s column in the Los Angeles Express- 
Tribune, was played in an English championship tourney 
and is very useful to know, as it comes up from several 
openings. 



CHECKERS 87 

Black, J. A. Milne; White, A. Jordan 

ll-16(a) 4- S(d) 6-13 2- 7 7-11 8-1 l(i) 
23-18(6) 30-26 19-15 18-14 6- 2 13-17 
16-20 11-16 10-19 11-18 17-21 16-19(i) 
24-19 32-28 24-15 14- 9 25-22 17-21 
10-14(c) 9-13(6) 3- 7(/) 6-10 1 1-1 5 (/^) White 
26-23 18- 9 23-18 23-14 2- 6 wins. 

8-11 13-22 1- 6 10-17 21-25 
22-17 25-18 29-25 21-14 6 -9 

7-10 5-14 7-ll(g) 13-17 25-30 
28-24 18^ 9 26-23 9- 6 9-13 

(a) The Bristol, 

(b) The Cross. 

(c) If 8-11 White wins by Canaleja's shot, 19-15, etc. 

(d) 11-16 loses by 17-13. A. Jordan beat H. Jacob. 

(e) Best, but 2-7 leads to a narrow draw. 
(/) It is better to cut 16-19 here. 

(g) 7-10 loses by 26-22, and 16-19 by 25-22. 

(h) 21-25 loses by 22-18, 25-30, 2-7, 30-25, 14-10, 25-22, 
7-2, 22-6, 2-9, 11-15, 9-14, 8-11, 14-10, 16-19, 27-24, 
20-27, 31-24, 12-16, 24-20, 15-18, 10-15, 19-23, 15-8; 
White wins. 

(i) 16-19 loses by 13-17, 30-25, 22-18, 15-22, 17-26, 
25-30, 27-23; White wins. 

(J) Loses after dodging innumerable traps. 30-2.6 is 
no better, but 30-25 would have drawn. 

GAME NO. 8 

(A pretty game played blindfolded) 
Contributed to the Pittsburgh Dispatch by C. Kcally 
and was played by Charles Keally, Sr.; with the Black 



88 



CHECKERS 



side, against Newell W. Banks (blindfolded). Mr. Keally 
is a native of Pittsburg and attended the checker tourna- 
ment at Cedar Point, Ohio, about August 10, 1916, and 
entered the bHndfold contest played by Mr. Banks (cham- 
pion) against ten other players, one of whom was Charles 
Keally, Sr., who was the winner of his game against 
Banks, the following being an official copy of the game, 
and he was congratulated by many visiting friends, as 
the other nine players were defeated by the champion. 



11-15 


13- 6 


1- 6 


24-15 


29-25 


28-19 


23-19 


18-25 


23-48 


11-25 


28-24 


17-22 


8-11 


29-22 


14-23 


21-17 


25-22 


10- 6 


22-17 


2- 9 


17-14 


25-29 


24-19 


7-11 


9-14 


27-23 


10-26 


17-14 


22-17 


14-10 


25-22 


4- 8 


19- 1 


8-11 


6-10 


11-15 


6- 9 


22-17 


12-16 


1- 6 


11-15 


19-16 



17-13 



9-14 31-22 23-26 32-28 15-19 



14-18 26-22 16-19 30-23 15-24 B. wins. 



GAME NO. 9 

Melville B. Tinkham of Lewiston played the White 
side against a friend. 



11-15 


29-25 


8-11 


24-15 


10-15 


22-18 


8-11 


28-24 


10-19 


27-24 


15-22 


25-22 


15-18 


23-16 


6-10 


25-18 


4- 8 


17-13 


12-19 


13- 9 


9-14 


22-17 


11-15 


20-16 


3- 7 


18- 9 


11-15 


32-28 


7-10 


11- 8 


5-14 


24-20 


15-19 


16-12 


1- 5 



8- 3 
18-23 



CHECKERS 

BLACK 



89 




WHITE 

Now, honestly, how many of you can see it across the 
board? White to move and win. 

Solution: 21-17, 14-21, 26-22, 5-14, 22-18, 15-22, 24-6, 
2-9, 3-19; White wins. 

When solving positions from actual play it is an excel- 
lent habit to consider what is the correct Hne of move- 
ment without setting the pieces on the board or moving 
them about. Study from the diagram first, and then 
when you have come to the conclusion that your mental 
analysis is correct test it with the board and men. This 
is called ''diagram solving," and will greatly strengthen 
your analytical powers. 



90 CHECKERS 

GAME NO. 10 

Taken from the Third American Tourney Book. It 
was played between Jordan and Lieberman. 



10-14 


32-28 


13-22 


19-16(A) 32-23 


15-18 


24-20 


9-13 


25-18 


9-13 


4- 8 


2- 9 


11-15 


30-25 (c) 27-32 


18- 9 


23-18 


18-27 


28-24(a) 


5- 9 


24-19 


10-15 


8-11 


13-17 


6-10 


27-23 


8-11 


16-11 


15-19 


21-14 


23-19 


12-16((/) 


29-25 


6-10 


14-10 


9-18 


8-11 


19-12 


11-16 


11- 8 


19-23 


28-24 


22-17 


15-18 


20-11 


10-14(/) 


10- 6 


18-23 


4- 8 


22-15 


7-16 


8- 4 


18-14 


27-18 


25-22(6) 


11-27 


31-27(e) 


14-18 


11-15 


20-27(g) 


1- 6 


26-23 


16-20 


23-14 


14- 5 


Drawn. 



(a) Lieberman, being a game down, mixing things and 
succeeds in getting a fine position. 

(b) A tricky move, and develops a magnificent mid- 
game combination. 

(c) The awkward move that saves the White game. 

(d) Forced. 

(e) Best; 25-22 would lose by 32-27, 31-24, 16-20. 

(/) Jordan plays for a sure draw and takes no chances. 
15-19 would also draw, and by playing for a long end game 
might eventually win. 

(g) A magnificent game. 

(h) The position is worthy of a diagram, owing to the 
pecuHar situation of the men. Black has a King and almost 
a solid King row, and to overcome this is not easy. The 
play which yields a draw is remarkable. The distribution 
of the pieces is as follows: 



CHECKERS 



91 



BLACK 




WHITE 

White to play and draw. Mr. Lieberman played 19-16. 
The natural move 25-22, loses by 20-24, 27-20, 32-27. 

Continue play in text: 9-13, 18-9, 10-15, 16-11, 6-10, 
11-8, then Jordan played 10-14; instead go 15-19, 23-16, 
32-23, 8-4, 10-15, 4-8, 15-18, 9-5, 23-19, 5-1, or 8-11 and 
Black, though a man down, has the best ending. 

This game was one of the finest played in the tourna- 
ment, and had any brilliancy prizes been given, Mr. Lieber- 
man would have probably headed the list with this game. 

It is a splendid example of modern checker play, and 
both participants are to be congratulated upon their ac- 
curate work and far-reaching combinations. 



92 CHECKERS 







GAME NO. 11 








(By Dr. 


Schaeffer in Newark Call) 




10-15 


27-24 


11-15 22-18 


11-15 


21-14 


24-19 


5- 9{b) 


18-11 15-22 


19-16 


15-19 


15-24 


17-13 


8-15 26-17 


12-19 


14-10 


28-19 


2- 6 


29-25(^) 11-15 


23-16 


Drawn, 


6-10(a) 


30-25 


4- 8(e) 24-20 


[1- 5(/) 




22-17 


7-llW 


25-22 15-24 


16-11 




9-14 


22-18 


8-11 28-19 


14-18 




25-22 


15-22 


32-28 8-11 


17-14 




11-15 


25-18 


3- 8 31-26 


10-17 





(a) Hugh Henderson prefers 9-14 here. 

(b) Not the usual continuation, but good enough. 

(c) Beware of 8-11 as it is very weak. 

{d) Alf Jordan usually plays 32-28, and Chris Nelson 
dotes on 26-22. 

The text leads to very nice play. 

(e) 15-18, 32-27, followed by 24-20 would make White 
very strong. 

(/, c) Hefter gave this as nice in the Salt Lake Tribune, 
but previous to this the Call column contained it in the 
shape of a problem, colors reversed. It is the only move, 
for otherwise Black falls, as follows: 



15-19 


19-23 


26-30 


27-31 


31-26 


22-17 


16-11 


11- 7 


7-11 


16-11 


2- 7 


15-22 


1- 5 


10-19 


19-23 


30-26 


26-23 


(^) 17-10 


26-22(g) 


7- 2 


11-15 


11- 7 


7-11 


22-17 


14-18 


23-26 


23-27 


26-22 


23-18 


White 


22-15 


2- 7 


20-16 


7- 2 


17-14 


wins. 



(g) To avoid the draw, play as in trunk. 
(h) 9-25, 21-14, 25-30, 11-15 White wins. 



CHECKERS 



93 



GAME NO. 12 

By J. G. Downing in the Newcastle, England, Chronicle, 
being another correction of that excellent little book, 
Lee's Guide. 



11-15 


29-25 


11-15 


17-10 


20-27 


22-17 


22-17 


8-11 


32-28 


22-25 


31-24 


25-22 


8-11 


22-17 


15-24 


26-22 


16-20 


18-14 


25-22 


16-20 


28-19 


25-30 


24-19 


22-18 


9-14 


25-22 


3- 8 


10- 7 


30-25 


14- 9 


17-13 


11-16 


30-26 


11-15 


(a) 19-15 


Drawn. 


11-16 


22-18 


8-11 


7- 3 


23-27 I 


;Var. 1) 


24-19 


7-11 


22-18 


15-19 


3- 7 




15-24 


18- 9 


10-15 


23-18 


2-11 




28-19 


5-14 


19-10 


19-23 


15- 8 




4- 8 


26-22 


6-22 


27-24 


27-31 





(a) Corrects Lee's Guide, page 115, variation 3, at 
twenty-seventh move, where 3-8 is given, and Black wins. 



2- 6 
15-11 



VARIATION 1 

23-27 (Var. 2) 25-22 
22-17 



18-14 
Drawn. 



VARIATION 2 

6-10 ?5-22 10-15 15-19 

22-17 18-14 3- 7 14-10 

Drawn. 

GAME NO. 13 

(By Thomas Patterson, of St. Louis, in the Pittsburg 
Leader and Roanoke Times.) 
To determine which are stronger, 12 blondes or one 
dozen brunettes; T. Patterson, Switcher enthusiast on the 



94 CHECKERS 

shady side, and George C. Kopf, checker player, opposite, 
11-15 — Old army game. An odds — on favorite at any 
weight, distance or track condition. 

21-17 — Shades of WylHe! I have to bat against a 
southpaw. 

9-13 — Like depositing in the Bank of England. 

25-21— Often on trial, but never convicted. 

8-11 — Like a girPs second best, will do when No. 1 
isn't around. 

17-14, 10-17, 21-14 — There is a groove in my board 
along this way. 

6-10 — Key move in struggle for supremacy of Cauca- 
sians vs. Ethiopians. 

22-17, 13-22, 26-17, 15-18— Messrs. Banks, Ginsberg, 
and Lieberman, who edited the American Tourney Book, 
say this line of play is exhausted. I was exhausted too 
when finishing this game, and think that notation should 
be exhausted. Hope Newell doesn't read this. 

24-20 — Impregnable as Gibraltar, arising above all dis- 
cussions. 

10-15 — Three sons of Ham in defiant array. 

28-24 — Unquestioned as Euclid. 

2-6 — A team of Missouri mules couldn't move any other 
piece on my board at this stage. 

17-13 — How this diagonal wood pushing does involve 
one! 

4-8 — When in doubt move ''Little Johnny Horner," 
sitting in a corner. 

23-19 — It is now two strikes and three balls. 

7-10, 14-7, 3-10 — Sacrifices to advance man on third. 
This would mean a run in baseball, but here it means I 
have to run. 

) 



CHFXKERS 95 

30-26 — Perfectly familiar, like ihe Chinese alphabet. 

5-9 — Inveigled up a dark alley, with murder in the air. 

26-23 — Coaxing 9-14 W. W. The second hand on 
watch made 10 dizzy revolutions while I was engraving 
this on my ivory. 

18-22 — Any old port in a storm. 

23-18 — Quite familiar, that was once my telephone 
number. 

10-14, 19-10, 14-23— What else can a poor man do? 

27-18, 6-15, 13-6, 1-10— The dark clouds move on. 

32-28, 12-16, 24-19, 16-23, 20-16, 11-20— And Whites 
rush to the coronation like a 12-cyHnder Packard. 

.18-4, 23-27, 31-24, 20-27, 28-24— All the royal families 
assemble. Thought I might work my double-deckers 
into Johnson's position, but only drew. Did I pass a 
win? 

GAME NO. 14 

Double Corner 
Played by correspondence between J. M. English, of 
Jersey Shore, Pa., and L. S. Hart, Jr., of Duncannon, Pa. 

Black, English; White, Hart 



9-14 


16-20 


6- 9(6) 


8-11 


3- 7 


31-24 


22-18 


21-17 


19-16 


25-22 


32-27 


28- 3 


5- 9 


14-21 


12-19 


9-13 


10-15 


White 


25-22 


18-15 


27-24 


1- 5 


18-14 


wins. 


11-16 


11-18 


20-27 


11-16 


2- 6 




24-19 


23- 5 


31- 6 


5- 9 


22-17 




8-11 


4- 8 


1-10 


7-11 


13-31 




29-25 (a) 22-18 


5- 1 


9- 5 


5- 1 




(a) Rather unusual. 








(b) I took advanl 


age of this 


) move 


for a King. 





96 CHECKERS 

GAME NO. 15 

The master players of checkerdom are frequently so 
subtle in their combinations, so profound in their grasp 
of the future effects of the immediate move that the aver- 
age player, lost in wonderment because of an apparently 
losing move or equally mystified because of seeming failure 
to see an opportunity for easily winning, finds himself 
moving over a fathomless sea, accepting in blind faith, 
perforce, much that he cannot understand. Hence games 
by players of far less abiHty often prove much more inter- 
esting and possibly none the less instructive. 

With the above explanation the two following games by 
players of limited skill are given for the consideration of 
the novice, who will gain benefits from a study of their 
weak points. In the first, greed brings ruin; in the second 
a won game is lost through ignorance of a very old drawing 
position. 

There are a great number of elementary positions which 
may puzzle many checker students with natural talent 
above the average. If they are not schooled in the cor- 
rect method of finishing these endings they will never 
become expert players. Your knowledge of the end-game 
in checkers is essential. You cannot hope to become pro- 
ficient without mastering the various standard positions. 
11-16 9-14 7-11 2-7 19-24(^)24-31 
24-20 18- 9 27-23 32-27 28-19 v30-25 



16-19 


5-14 


11-15 


4- 8 15-24 


31-22 


23-16 


25-22 


23-16 


27-24 17-13 


25-2 


12-19 


8-12 


12-19 


8-12 12-19 


White 


22-18 


22-17 


20-16 


24-20((z) 31-27 


wins. 



(a) Bait for the imwary. 

(Jb) Too desirous of gaining a man. 



CHECKERS 97 







GAME 


NO. 16 










Kelso 






10-15 


16-20 


4- 8 


24-28 


11-18 


27-23 


22-17 


32-27 


24-19 


2- 6{c) 


30-26 


17-14 


9-13(a) 


8-11 


15-24 


8-11 


8-11 


23-18 


23-19 


23-19 


28-19 


27-24((f) 10-14 


14- 9 


13-22 


2- 6 


11-16 


20-27 


11-15 


18-15 


19-10 


19-10 


19-15 


31-24 


14-23 


29-25 (e) 


7-14 


6-15 


16-19(6) 


3- 8 


15-19 


15-11 


26-10 


21-17 


9- 6 


24-20 


23-16 


Drawn 


6-15 


5- 9 


1-10 


28-32 


12-19 




27-23 


17-13 


15- 6 


6-10 


26-22 




11-16 


9-14 


19-24 


14-18 


32-27 


' 


25-22 


13- 9 


6- 2 


22-15 


22-17 





(a) Weak. 

ih) A type of bad move often made by the beginner. 
14-18 draws. 

(c) 27-23 is the better move. 

{d) 27-23 is still in order. 

(e) This move allows a draw. 20-16 would win. 



CHAPTER IX 
TREGASKI'S DRAW 

Tregaski's Draw is an exceedingly difficult end-game, 
which comparatively few players have mastered thor- 
oughly. The position with the solution follows : 

BLACK 



m. »/ 'mm.^ 'mm. 

m. ^^ W//M ww/y. 

1 Wm. wm. 



y/y. mm ^ ^m.^ <MM.^ 



WHITE 

White to play and draw 



CHECKERS 99 



8- 3 


12-16 


19-23 


25-22 


32-27 


6-10 


23-27 


17-21 


27-32 


17-14 


3- 7 


5-9 


27-31 


22-18 


27-23 


10-14 


22-18 


22-17 


23-19 


14-10 


7-10 


30-25 


31-27 


18-22 


23-18 


14-18 


18-15 


21-25 


19-23 


10- 7 


10-15 


25-22 


27-31 


14-10 


18-23 


18-22 


15-11 


25-30 


32-27 


7- 3 


19-23 


16-20 


31-27 


10- 7 


23-27 


22-25 


11-15 


17-14 


27-32(a) 


3- 8 


15-18 


9-14 


27-31 


7-11 


27-23 


25-30 


. 15-19 


30-25 


23-19 


8-12 


18-22 


14-17 


31-27 


22-17 


23-27 


(a) 27-31 


7-11 


24-27 


14-10 


27-20 


20-24 


31-27 


22-17 


27-31 


15-19 


23-27 


11-16 


27-31 


20-24 


20-24 


24-28 


27-24 


17-14 


32-27 


19-23 


27-32 


16-20 


31-27 


10-15 





CHAPTER X 
GENERAL RULES 

There are few accepted general rules which the student 
can follow to advantage in checkers. Some say it is 
better play to keep your men in the middle of the board 
than to play them to the side squares, as in the latter case 
one-half of their power is curtailed. Sturges says, ^'When 
you have once gained an advantage in the number of your 
pieces, you increase the proportion by exchanges; but in 
forcing them you must take care not to damage your 
position." You are advised to play slowly at first, and to 
play with those who will allow an unconditional time for 
the consideration of a difficult position, instead of those 
who rigidly exact the observance of the strict law. 

When one player is stronger than the other, the better 
player should give odds to make the game even and equally 
interesting to both parties. 

After you have become familiar with the openings and 
standard positions, you will learn to distinguish which side 
has the better game more readily than before taking up 
the study. Book positions teach one thing at least, and 
that is position judgment. By constant practice you will 
learn to avoid certain bad maneuvers, just as the trained 
composer of music can form combinations in music which 
will produce the most pleasing sounds and discard those 
which are objectionable. 

Bear in mind the fact that there is no sure way of win- 
ning in checkers. It is only by a study of the standard 
positions and a thorough knowledge of the opening moves, 

100 



CHECKERS 101 

coupled with a certain natural ability of checker sense, 
that one can hope to become proficient in the game. 

Whenever you hear a man boasting that he knows of a 
certain way to play his pieces which will enable him to win 
every time at checkers, rest assured that he is talking 
moonshine. 



CHAPTER XI 

PROBLEMS 

Here are given loo of the world's most brilliant 
checker studies. 

Checkers may be made an entertaining but mechanical 
sort of puzzle or an intellectual game of the highest order. 
There are, for example, some solvers who discover the 
solution of a problem by moving the pieces here and there 
until they chance upon the correct moves. The proper way 
is to set up the position and then examine it without touch- 
ing the men, just as though you were playing a game ac- 
cording to the rules, thus, aside from the excellent mental 
discipline, gaining a power of analysis that will stand you 
in good stead in your cross-board playing. Other methods, 
persisted in, will weaken your playing ability. Expert 
solvers generally work directly from the diagram. Of 
course there are positions that cannot be solved except by 
occasional moving of the pieces. 

In playing over published games, habituate yourself 
to considering carefully each occurring position, deciding 
what move you would make in actual play, and then com- 
paring this with the text move. In this way you receive 
benefit equal almost to the strength won by cross-board 
play. Players unable to increase their skill by practice 
with experts can by this method achieve almost the same 
results. If you are a correspondence player, force your- 
self to abide by the same rules you would were your op- 
ponent present. You may not win as many games at 
first, but you will avoid the weakening resulting from 
wrong methods of analysis. 

These hints, thoughtfully heeded, will reward you with 
increased skill. 

102 



CHECKERS 

Problem No. 1 — Selected. Black. 



103 




White — White to move; what result? 
Problem No. 2— By W. J. Wray. Black. 



1^ H^^ B^H^ 



^ ^^W W^ ^^W ^^w ^ ^^w 



While — White to play and win. 



104 CHECKERS 

Problem No. 3 — A Switcher Coup. Black. 



y/, W//VM/ V////// 



M WW^ 



Y/MM V//////M V//MM 



m 



WM ^ m 



^■^ 



V///, W/m 



White — White to play and win. 
Problem No. 4— By C. Hefter. Black. 



W///////// W/a 



Wa^ WmA^ I 



W/A W/MM 



Wa WMM 



m 






m ^ 



White — Black to play and draw. 



CHECKERS 

Problem No. 5 — By C. Hefter. Black. 



W&^/ WM WMf/ 'wm/ 






v///. v//////////. 



White — White to play and win. 
Problem No. 6 — By J. D. Janvier. Black. 



Wa wm^ 



wmma 'mm- WMM 



m. mm. 



Wa WMM '^ mm. '^ mwM 



m 



m 



m wm//. mm. mm. 

\ wm wm 



WM i 



m WMA WIM 



White — Black to play and win. 



105 



106 CHECKERS 

Problem No. 7 — By O. H. Richmond. Black. 



m 



i WM^mfm,^ 



mm ' WM 'WM WM/ 



m 



White — White to play and win. 
Problem No. 8 — By Zach Brogan. Black. 



■'mmf. w/a 



Wm Wm, 



m mm. 



W/////M. WA 



Wa 



Wa 



m.^ wm,,^ mm,,^ mm.,^ 



White — ^White to play and win. 



CHECKERS 
Problem No. 9 — By Charles Hefter. Black. 



VM^ W/////M^ W/////M ^ y/M/M^ 






Wa ^P ^B 



Wa mm. 

WM/M i 



White — Black to play and win. 
Problem No. 10— By P. J. Lee. Black. 



i WMmM 






m. WMM 



'Wa WMM 



Wa^ WWa 

wm ^ i 



m 



Wa WW/a WMa WWA 



m. ^ wmA 'mmA wmA 



m 



i ^m^ Wm/A mmA 



White — White to play and win. 



107 



108 CHECKERS 

Problem No. 11— By S. J. Pickering. Black. 



B^B 



"m, ■ 



i mm. 



■ ■ 



m ^^ 



i« 



White — White to play and win. 
Problem No. 12— By P. J. Lee. Black. 



'^''"^^^^'§m. ^'^'mm. 



V//A W/M/A 



m 



White — White to play and win. 



CHECKERS 109 

Problem No. 13— By A. C. Hews. Black. 



m.^ wMMj^ wm.j^ wm.^ 









m. ^^ WMM ^ WMM 






m mm'. Wm/. mm. 



White — Black to play and win. 
Problem No. 14 — By Arthur Harmon. Black. 






m mm. "^ wmA 
....... ^ ...... 



y//A W/./m 



m 



White — White to play and win. 



110 CHECKERS 

Problem No. 15 — By Charles Cassor. Black. 



w. mm. 



m 1 

m m 









m 



vM Wym 



White — White to play and draw. 
Problem No. 16 — Author Unknown. Black. 



mm mm 






» 



m m 



White — White to play and win. 



CHECKERS 

Problem No. 17— By R. A. Gurley. Black. 






w/.^ wm/.^ 






■ ® 



WA W////y///. 



White — Black to play and win. 
Problem No. 18— By W. Veal. Black. 



mw/.^ WmA/^ mm'. ^ mm- ^ 



Wa mm, 



Wa WmA mm. mm. 

mm. wm wm m. 



VM W//////A 



White — White to play and draw. 



Ill 



112 CHECKERS 

Problem No. 19— By W. G. Cromwell. Black. 




White — White to play and win. 
Problem No. 20 — Author Unknown. Black. 



'&M ^ M 



• P 









® ■ I 



■®a 



m 



m 



^■^ 



m WmA 



White — White to play and draw. 



CHECKERS 
Problem No. 21— By W. J. Wood. Black. 









White — White to play and win. 
Problem No. 22— By L. S. Hart, Jr. Black. 






■ ©■ 



S 



"" m ■ I 



^ ^» 



wa 'mm. 



White — Black to play and draw. 



113 



114 CHECKERS 

Problem No. 23 — By Sam SiegeL Black. 






m mm, 



^B 



m 



wM^ mm.^ wm^.^^ \ 



White — Black to play and win. 
Problem No. 24— By William J. Wood. Black. 



m 






WM.^ wm-,^^ 



m 



m 



w, ^« 



m 



m 



m. mm, 



m 






White — Black to play; White to draw. 



CHECKERS 
Problem No. 25— By A. Veitch. Black. 



Wy. WWM 






m^^ mm._^^ mm-^ i 



m. wm/A 



m 






I® — 



White — White to play and win. 
Problem No. 26— By L. J. Vair. Black. 




White — White to play and win. 



115 



116 CHECKERS 

Problem No. 27— By F. Nunn. Black. 






1^ M,^Mf. 



White — Black to play and win. 
Problem No. 28 — By Sam Siegel. Black. 






V///7///. y//m 



m 



m ^ Wm.^ mm- 



m 



^mm,^ wmA^ 'mm,^^ 



White — Black to play and win. 



CHECKERS 
Problem No. 29 — By J. MacKenzie. Black. 



117 




White — White to play and win. 
Problem No. 30 — By A. Jordan. Black. 




White — White to play and draw. 



118 CHECKERS 

Problem No. 31— By J. E. Green. Black. 



m 'mm. 



■ ©■« 



m mm 



«■«■ 



■ ^ 



W/A W////M y//////M WM. 

WB WM WM' 



White — White to play and win. 
Problem No. 32 — By William J. W^ood. Black. 






Wa WMm, ^ 



wm wm ^m 



*^ ^m.^^ 



wm m 



m 



mmm 



White — Black to play and win. 



CHECKERS 
Problem No. 33 — By C. Shirra. Black. 



m mm, mm. 



■ ^'■« 



m mmA 



m 






^ 'mm, WMM 

mm. i 



% wwM wm, wm. 



White — White to play and draw. 
Problem No. 34 — By G. Shivas. Black, 






W/.^ wm.j^ mm.^ <mm. 



m. mHi. 



m 



m w/m. 



White — Black to play and win. 



119 



120 CHECKERS 

Problem No. 35 — By Thad Cross. Black. 



mm. ^-^ w/>m. ^^ 



mm m 



m 



m 



White — White to play and win. 
Problem No. 36 — By O. H. Richmond. Black. 






mm/, ^m\ B 



®^s 



s 



White — White to play and win. 



CHECKERS 
Problem No. 37— By T. M. Redd. Black. 









'm Wwa 



m 



p^ ^^ i 



'^m m 



m mm, 



^^ mm.^ mm,^ mm,^ 
^^ ^B ^8 I 



White — Black to play and win. 
Problem No. 38— By A. J. Heffner. Black. 



Wwa^^ Wm,^ mm.^ 



wa^ mm,^^ mm,^ mm,^^ 






m 



wa wmA ^^ WWm wmw/. 



White — White to play and win. 



121 



122 CHECKERS 

Problem No. 39 — By A. Jackson. Black. 






m mm, 
1 



V, V/////////A v/////Wy, 



m> 



m 



White — Black to play and win. 
Problem No. 40— By Peter Thirkell. Black. 



m 



W////M. .-^ 



m V//////M 

mm. i 



wa mwA 



m mm. 






White — White to play and win. 



CHECKERS 1 23 

Problem No. 41 — By Thad Cross. Black. 



W/. WMM 



m wm 



m'^wm.,^^ ^M^ ^^ 



m 



m mm/- 
W¥A i 






m mm. 



■ ® 



1 ^^ ^^ 



White — White to play and win. 
Problem No. 42 — By Arthur Harmon. Black. 



m mm. 



^ WMw 






■ g ■ 






^^ Wm/A^ wmA^ 'mm.^ 



White — White to play and win. 



124 CHECKERS 

Problem No. 43— By A. J. Heffner. Black. 



WM ^W^A WM 



m 



wm m 



^■^ 



'^ P 



White — Black to play and draw. 
Problem No. 44 — By Charles Smith. Black. 



m 



m 



WMM^^ wmm. 



^ mm. 



m y/////////A 






White — Black to play and win. 



CHECKERS 
Problem No. 45 — By James P. Reed. Black. 






wA mm. 



i®B® 



s 



^^ WM, mm'/. mm. 



White — Black to play and draw. 
Problem No. 46— By D. W. Grinnell. Black. 



'm mm. 



m WMM 



^^ ^'mm. '^'wMB. ^ 



m. WM 



m WM 



wm 



'm ^ WwM^ wmm,^ 



m mm, 



White — White to play and win. 



125 



126 CHECKERS 

Problem No. 47— By J. H. Cameron. Black. 



m m. 



'mm. 
i ■ 



g '^ 'mm. wma wm. 
mm ^ '^A 



^Mm 



White — White to play and win. 
Problem No. 48 — By H. D. Lyman. Black. 



m^m.^ 









White — White to play and win. 



CHKCKERS 
Problem No. 49— By J. H. Cameron. Black. 






^^ WM 






mm 



^ Wm 



m 



White — Black to play; White to draw. 
Problem No. 50— By O. H. Richmond. Black. 



■^ ^^ 



^^ ^^^ 



M: v/M/M 



m 



m^ mm. ^ Wm.^ 



1^ mm. 

Mm 



White — Black to play and win. 



127 



128 CHECKERS 

Problem No. 51— By "Monsieur X." Black. 



wmmwm 



»j m 



WM Wm '^. 



m 



m 



v/A ^-' w/mv/A 



m 



'mmym 



m mm. ^ 
WM W 



W/A V///M/^A 



White — Black to play and win. 
Problem No. 52— By "Monsieur X." Black. 



^■'mm. Lmm. « ^ 



» ^ mm/. 



m. 'mm. 
WMa i 



White — W^hite to play and draw. 



CHECKERS 

Problem No. 53 — Author Unknown. Black. 



T B^B ■ 



mm^, vm 



m 



VM^ WMM. 



m^ WM.^ ^ wwM^ 



m,^ ^K^ wm^.j^ ^^^ 






'm wmA ^^ 



i ■ 



White — Black to play and win. 
PROBLRM No. 54 — Author Unknown. Black. 



WM WWM 



^ WM 






!•■ 



m^ mm/. 



^8^^ ^1^ ^B^ 



White — White to play and win. 



129 



130 CHECKERS 

Problem No. 55 — By Frank Dunne. Black. 



mm. m 






^■® 
■ «■ 



White — Black to play; White to draw. 
Problem No. 56 — By "Monsieur X." Black. 




White — Black to play and win. 



CHECKERS 

Problem No. 57 — By H. Tonkin. Black. 



^P ^ MM 



m mm- 



w ® ^P 



m wwM 



m. mm. 



Wy^ mm/. 



©■® 



Wa wmm. 



m 



m "^ mm, wwm mm. 



White — White to play and win. 
Problem No. 58— By W. J. Wood. Black. 



^'wm ^i 



Wi Wimm 



^ i 



m, WMM 



m, mm, ^ wmm, wm/y, 



m 



White — Black to play and win. 



131 



132 CHECKERS 

Problem No. 59 — Author Unkown. Black. 






WM m 



W/A V//WM 



y/M v////m 



y//A y///M 



White — White to play and win. 
Problem No. 60 — iVuthor Unknown. Black. 












m ^55^g?2 



White — White to play and draw. 



CHECKERS 
Problem No. 61 — By W. L. Coudon. Black. 



m. ^^ wwM 



m 



wm M 






fM^ mm.^^ 






White — Black to play and win. 
Problem No. 62 — By L. M. Stearns. Black. 



m WmA 



WA V/////M'. 



^■8 






Wa wm^. 



9. 



WMM^ WWA 'mm,^ WMM 



White — White to play and draw. 



133 



134 CHECKERS 

Problem No. 63 — By A. J. Heffncr. Black. 



■ ■*■' 



Wa WMM 



m 



'wM ' '^''wm ^' 



White — White to play and win. 
Problem No. 64 — Author Unknown. Black. 



P m i 



WMm, WM 









White — White to play; Black to draw. 



CHECKERS 135 

Problem No. 65 — By H. D. Lyman. Black. 




White — White to play; can White draw ? 
Problem No. 66 — An Australian Study. Black. 



m ^=^ Wm. 



m m>. 



"M WMM 



■ «3 ^^ 



White — White to play and draw. 



136 CHECKERS 

Problem No. 67— By S. J. Pickering. Black. 






i ® B W W ® 



'm V//////M 



m. mm 



White — White to play and draw. 
Problem No. 68 — By L. J. Vair. Black. 



■ ^P 



WMM^ wm^^ W£m._^^ mm- 



m 



B ft W 



White — White to play and win. 



CHECKERS 
Problem No. 69 — Author Unknown. Black. 



137 






m 






s, W£M ^ WM 



WA ' 






White — White to play and win. 
Problem No. 70 — Author Unknown. Black. 



1 m^m m 






s 



White — White to i)lay and win. 



138 CHECKERS 

Problem No. 71— By G. H. Slocum. Black. 



m 'mm>?' 



m wm^. mm. wm/y. 






m^ WWa mm. 



Wa mm. 



White — White to play and draw. 
Problem No. 72 — By M. H. Brennan. Black. 




White — White to play and win. 



CHECKERS 
Problem No. 73 — By James Lees. Black. 






W/.^ mm. ^ mm,~ mm. 



Wa ^^ mm. 



White — White o play and win. 
Problem No. 74 — From Actual Play. Black. 






m. WMM. 



m Wm^ Wmf'. Wm- 



'm. ^ mm. 



m. mm. 



m 



i ^m. Wm. mm. 



White — White to play and win. 



139 



140 CHECKERS 

Problem No. 75~By Dr. A. Schaefer. Black. 



®Bfi 



^'wm.mWM. 



m mm. 
%. WM 



fm m 



m 



i^m 



White — White to play and draw. 
Problem No. 76— By J. P. Grey. Black. 



m wMm- 



m. 7//MM 



m 



m 



i ^^ ^m 



mm^ 



■ ^■® 



m mm. 



White — White to play and win. 



CHECKERS 
Problem No. 77— By G. H. Slocum. Black. 



141 




White — White to play and win. 
Problem No. 78— By A. J. Heffner. Black. 






m. mm^ 



m^ Wm. 









White — White to play and win. 



142 CHECKERS 

Problem No. 79— By J. P. Balsom. Black. 




White — White to play and win. 
Problem No. 80~By C. M. Wilder. Black. 




White — White to play and win. 



CHECKERS 143 

Problem No. 81 — By William Bryden. Black. 



m. mm. 



'"■""'"■ ^ 



m^ wm.j~ 'mm^ mm. 






|s^s 



white — White to play and win. 
Problem No. 82 — By James Robertson. Black. 



I ® ■ B ■ ® 



S 






^ ^ ^^ 



^ ^^ 



S 



White — White to play and win. 



144 CHECKERS 

Problem No. 83— By C. L. Lynn. Black. 



m 






\ mm. ^ 



m. ^^ 



wa mm. 



5J^ WMM 



Wa wmA '^mm. Wm. 



White — White to play; can White draw? 
Problem No. 84 — Selected. Black. 



Wa WMM 






Wa wmA 



v/c^. v//////m 



Wa WmA 



^■® 



White — White to play and win. 



CHECKERS 
Problem No. 85 — Selected. Black. 



US 




White — White to play and win. 
Problem No. 86 — By Arnold C. Cook. Black. 



©■si 



m 



w ^ ^^ ^W ^W ft 



m. mm wm.^ Wm.^ 



White — White to play and win. 



146 CHECKERS 

Problem No. 87 — Author Unknown. Black. 



Wa mm. 



m — WWM 






m WMM 






i ^m ^^ wmA ^» 



Wa"^ mm.^ mm.^ 



White — White to play and draw. 
Problem No. 88 — Selected. Black. 



Wa^ mm>.,;^ 



'mm. m 



WM M 



^B^ 



m. wmwa 



White — White to play and win. 



CHECKERS 
Problem No. 89 — By C. Steiner. Black. 



"^ ^ ^'mm ^'i 



«■• 






m 



mm 1 



m 



m mm. 
WM. 



1 



m^ mm m> 



White — White to play and win. 
Problem No. 90— By Robert Stewart. Black. 









m 



■^ M^ M^ ■ 



White — White to play and win. 



147 



148 CHECKERS 

Problem No. 91— By William J. Wood. Black. 




White — White to play and win. 
Problem No. 92— By L. S. Hart, Jr. Black. 



% mm- ^ mm. mm-^ 



mm. K i 






Wa wmA 



m 



m 



WM 'mm'. 



White — White to play and draw. 



CHECKERS 

Problem No. 93 — By H. D. Lyman. Black. 



mm^ 



^«,, ^^ »,^ i 



White — White to play and wdn. 
Problem No. 94 — Selected. Black. 



m WM^/ 



l®B«B« 



mmm 



m 



m WMm. 



White — White to play and win. 



149 



150 CHECKERS 

Problem No. 95— By T. McLaren. Black. 






m 



WM m 






m 



m 



White — White to play and win. 
Problem No. 96 — By Dr. A. Schaefer. Black. 



m mm- mm. mm. 

ws, wm. wm I 












White — White to play and draw. 



CHECKERS 

Problem No. 97 — By T. M. Macgregor. Black. 






I ■ 



m mm. 



m 



m 



m^ mm.j^ ^mm^ mm.^ 



mm.^ wmm-^ wmy-^^ 'mm^ 

® ■ ft ■ ■ t 



White — White to play and draw. 
Problem No. 98— By A. J. Heffner. Black. 



^ ■ 






m. ^ mm. •=' mm. 



» "^ W/M». 



m 



mm ^x mm mm ^ 'mm ^ 



m wm, 



White — Black to play and win. 



151 



152 CHECKERS 

Problem No. 99— By Charles Hefter. Black. 



m 









1^» 



White — Black to play and draw. 
Problem No. 100— By J. E. Green. Black, 




White — White to play and draw. 



CHAPTER XII 

SOLUTIONS TO PROBLEMS. 

A COMPLETE list of solutions to the 148 problems is given 
in this department. 

Problem No. 1— '^Selected.'' 

Black— 13; King 16. 

White— 21, 24, 27. 

White to play; what result? 

White draws thus: 21-17*, 13-22, 27-23, 16-20, 24-19. 
Drawn. 

* Only move to draw. History — In 1885 the following 
problem appeared in the Cleveland Sun by O. H. Rich- 
mond: B. 6, 7, 9, 12, 22, W. 15, 18, 20; King 23. White 
to play and win by 15-10, 7-14, 23-19, 14-23, 19-17 (now 
the above position — colors reversed). Richmond con- 
tinued 6-10, 17-13, 9-14, 13-9, 14-18, 9-6, 10-15, 6-10, 
18-22 and White wins. A little later R. A. Gurley pub- 
lished the Richmond position in the same paper, but with 
the terms — White to play, Black to draw — and inscribed 
the problem to O. H. Richmond. 

Problem No. 2— By W. J. Wray. 
Black— 5, 6, 11, 18, 20. 
White— 14, 17, 29, 30, 32. 
White to play and win. 

Solution— 32-28(a), 18-23, 17-13, 23-27,29-25, 27-31, 
25-21, 31-27, 30-25, 27-23, 25-22, 23-26, 22-17, 6-9, 13-6, 

153 



154 CHECKERS 

26-22, 17-13, 22-17, 14-10, 17-14, 10-7, 14-10, 7-3, 10-1, 
3-7, 11-15, 7-10, 15-19, 21-17, 19-23, 17-14, 23-26, 13-9, 
26-30, 10-15, White wins. 

(a) Strange, but this is the only move to win. 

Problem No. 3 — A ^'Switcher" Coup. 

The following is a fine "Switcher" ending that occurred 
some tin^e ago between two experts: 

Black— 2, 6, 8, 11, 12, 13, 14, 19. 

White— 20, 22, 25, 26, 27, 28, 30, 31. 

White to play and win. 

20-16, 11-20, 25-21, 6-10, 27-24, 20-27, 31-6, 2-9, 28-24, 
8-11, 24-20, 11-15, 20-16, 12-19, 26-23. White wins. 

A startling and interesting finish. 

Problem No. 4 — By C. Hefter. 

Black— 19, 24; Kings 15, 30. 

White— 21, 28; King 16. 

Black to play and draw. 

Solution— 30-25, 16-23, 15-ll(a), 28-19, 25-22, 23-27, 
22-18, 21-17, 11-7, 19-16, 7-10, 16-11, 18-14, 17-13, 10-6. 
Drawn. 

(a) 24-27, 23-32, 15-19 forms the next problem. 

Problem No. 5 — By C. Hefter. 

Black— Kings 19, 25. 

White— 21, 28; King 32. 

White to play and win. 

Solution— 32-27, 25-22, 27-31, 19-23(i), 28-24, 22-18, 
24-20, 23-19, 31-26, 18-15, 26-22, 15-11, 22-18, 11-7, 21-17, 
7-11, 17-13, 11-7, 13-9, 7-2, 9-5. White wins. 



CHECKERS 155 

Var. (/)— 22-18, 21-17, 19-23, 17-13, 18-14, 28-24, 14-10, 
24-20, 23-19, 31-26, 10-15, 26-22, 15-11, 22-18. White 
wins. 

Problem No. 6 — By J. D. Janvier. 

Black— 12; Kings 18, 19. 

White— 20, 25; King 11. 

Black to play and win. 

Solution— 18-14*, 11-8(7), 19-15, 25-21 (j), 14-10, 21-17, 
10-7, 17-14, 7-11. Black wins. 

Var. (j)— 8-3, 15-11, 25-22, 14-10, 22-18(a), 12-16. 
Black wins. 

Var. (/)— 11-7(2), 19-15, 7-2, 15-10. Black wins. 

Var. (2)— 25-21, 12-16, n-S{b), 14-10, 20-11, 19-16. 
Black wins. 

(a)— 22-17, 10-15. Black wins. 

(6)— 21-17, 14-21, 11-8, 21-17. Black wins. 

This problem is of great practical value. See games 
Nos. 1 and 2. 

Problem No. 7 — By 0. H. Richmond. 

Black— 2, 3; Kings 19, 21. 

White— 5, 9, 10, 12, 29. 

White to play and win. 

Solution— 5-1, 21-17, 9-6, 2-9, 10-7, 340, 1-6. White 
w^ins. 

Problem No. 8 — By Zach Brogan. 

Black— 7, 9, 18. 

White— 8, 21, 30. 

White to play and win. 

Solution— 8-3, 7-11, 3-7, 11-16, 7-11, 16-20, 11-15, 18-23, 
15-18, 23-27, 21-17, 9-13, 18-23, 13-22, 23-32, 20-24, 32-28, 
24-27, 30-26, 22-31, 28-32. White wins. 



156 CHECKERS 

Problem No. 9 — By Chas. Hefter. 
Black— 3, 7, 21; King 10. 
White— 12, 16, 30; King 8. 
Black to play and win. 

Solution— 10-15, 30-26, 21-25(a), 26-22, 7-10, 22-17, 
10-14, 17-10, 15-6. Black wins, 
(a) — 15-18 only draws. 

Problem No. 10— By P. J. Lee. 
Black— 5, 8, 25; King 12. 
White— 19, 21, 30; King 2. 
White to play and win. 

Solution— 21-17, 25-29, 17-14, 8-11, 2-7, 11-16, 30-25, 
16-23, 7-10, 29-22, 14-9, 5-14, 10-19. White wins. 

Problem No. U — By S. J. Pickering. 
Black— 4, 10, 14; King 19. 
White— 20, 27; Kings 3, 11. 
White to play and win. 

Solution— 3-7, 19-24, 20-16, 24-31, 16-12, 31-27, 11-15, 
10-19, 12-8, 4-11, 7-32. White wins. 

Problem No. 12— By P. J. Lee. 

Black— 10, 14; King 26. 

White— 7, 29; King 19. 

White to play and win. 

Solution— 7-2 (i), 14-17, 2-6, 10-14, 6-9, 14-18, 29-25(2), 
18-23, 25-22, 17-21, 9-60), 26-17, 19-26, 21-25, 26-30, 
17-21, 6-10, 25-29, 10-14, 29-25, 14-18. White wins. 

Var. (i)— 7-3, 14-18, 3-7, 10-14, 19-15, 18-22, 7-10, 
14-17, 10-14, 17-21, 14-18, 21-25. Drawn. 



CHECKERS 157 

Var. (2)— 9-14, 18-23, 14-21, 26-31, 19-26, 31-22. 
Drawn. 

Var. (j)— 9-13, 26-17, 19-26, 17-14, 26-22, 14-10. 
Drawn. 

Problem No. 13 — By A. C. Hews. 

Black— 2, 3, 6, 7, 16, 19, 20, 24. 

White— 9, 13, 14, 17, 23, 25, 26, 31. 

Black to play and win. 

Solution— 24-27, 31-15, 7-10, 14-7, 2-27, 9-2, 3-7, 2-11, 
20-24, 11-20, 27-32. Black wins. 

Problem No. 14 — By Arthur Harmon. 

Black— 4, 6, 18, 21; Kings 5, 27. 

White— 7, 11, 31; Kings 3, 20, 24. 

White to play and win. 

Solution— 24-19, 27-32, 19-15, 18-22, 31-27, 32-23, 15-19, 
23-16, 7-2, 16-7, 2-9, 5-14, 3-26, 21-25, 26-30*, 25-29, 20-16, 
4-8, 16-19, 8-12, 19-23, 12-16, 23-27, 16-20, 27-32, 20-24, 
30-26, 29-25, 26-31, 24-28, 31-26. White wins. 

Problem No. 15 — By Charles Cassor. 
Black— 8, 14, 26. 
White— 7, 20, 22. 
White to play and draw. 

Solution— 7-2, 26-30, 2-6, 30-25, 20-16, 25-18, 16-12, 
8-11, 6-10, 14-17, 10-15. Drawn. 
A valuable end-play study 

Problem No. 16 — Author unknown, 
Black— 5, 9, 13; King 29. 
White— 17, 22, 23; King 24 
White to play and win. 



158 CHECKERS 

Solution— 24-28, 29-25, 17-14, 25-27, 28-32, 9-18, 32-14. 
White wins. 

Decisive and pretty. 

Problem No. 17— By R. A. Gurley. 
Black— 1, 13, 21; King 6. 
White— 5, 14, 30; King 23. 
Black to play and win. 

Solution— 21-25, 30-21, 6-9, 23-18, 13-17, 14-10, 9-6. 
Black wins. 

Finesse at end-play. 

Problem No. 18— By W. Veal.* 
Black— 1, 2; King 16. 
White— 9, 10, 11. 
White to play and draw. 

Solution— 10-7, 1-5, 9-6, 2-9, 7-3, 16-7, 3-10, 9-14, 10-17, 
5-9. Drawn. 

Problem No. 19— By W. G. Cromwell. 

Black— 8, 9; King 19. 

White— 11, 15, 22; King 4. 

White to play and win. 

Solution— 22-18, 19-10, 11-7, 10-3, 4-11, 9-13, 18-15. 
13-17, 11-16, 3-8, 16-12, 8-3, 15-11, 17-22, 12-16, 22-26, 
16-19. White wins. 

Problem No. 20— Contributed to ^'The State," Co- 
lumbia, S. C, by Jacob Dunger, Bridgeport, Conn. 
Black— 2, 10, 12, 14, 16. 
White— 17, 19, 21, 23, 27, 28. 
White to play and draw. 



CHECKERS 159 

Would you solve in cross-board play? 
Solution— 17-13, 2-6, 27-24, 16-20, 23-18, 14-23, 19-15, 
20-27, 15-11. Drawn. 

Problem No. 21— By W. J. Wood. 
Black— 2, 5, 16, 22; Kings 14, 24. 
White— 8, 10, 11, 15, 17, 23. 
White to play and win. 

Solution— 17-13, 14-7, 13-9, 5-14, 23-19, 16-23, 8-3, 
7-16, 15-11. White wins. 

Problem No. 22— By L. S. Hart, Jr. 

Black— 5, 11, 12; King 16. 

White— 7, 13, 23; King 19. 

Black to play and draw. 

Solution— 16-20, 7-3(a), 12-16, 19-12, 11-15. Drawn. 

(a)— 7-2, 20-16, 2-7(6), 16-20. Drawn. 

(6)— 2-6, 16-20. Drawn. 

Problem No. 23 — By Sam Siegel. 

Black— 10; King 14. 

White— 20, 29. 

Black to play and win. 

Solution— 14-18, 20-16, 18-15, 16-12, 15-11, 29-25, 
10-14, 25-21, 11-15, 12-8, 15-18, 8-3, 14-17, 21-14, 18-9. 
Black wins. 

Problem No. 24— By W. J. Wood. 
Black— 6, 7, 9, 11, 12, 27. 
White— 13, 17, 20, 23, 26, 30. 
Black to play; White to draw. 



1 60 CHECKERS 

Solution — 27-31 forces 26-22 and 7-10 makes 23-18 im- 
perative; 31-26 is Black's only hope of winning. 30-23, 
now 12-16 and all is well; the average player would 
quit, but along comes 23-19, 16-23, and 20-16, 11-20, 
18-15 and Black is happy. 10-19, 22-18 is a startler for 
Black, who says, all right, two to the good, I can afford 
to lose one. 23-26 in a hurry to recover lost ground. 
17-14, 26-31, 14-5, with thanks, 6-10, Black still has 
hopes. 5-1, 31-26, 1-6, 26-23, 6-24, 20-27 and Black's 
easy win, 13 moves back, disappears. 

Problem No. 25 — By A. Veitch. 

Black— 16, 19, 28. 
White— 27, 31; King 25. 
White to play and win. 

Solution— 27-24, 19-23, 25-30, 16-20, 31-27, 23-32, 
30-26, 20-27, 26-31. White wins. 

Problem No. 26 — By L. J. Vair. 

Black— 3, 8, 13; Kings 25, 29. 
White— 10, 20, 31, 32; King 6. 
White to play and win. 

Solution— 20-16, 8-12(a), 32-27, 12-19, 27-23, 19-26, 
31-22, 25-18, 10-7, 3-10, 6-22. White wins. 

(a) — Forced since Black loses the man on 8 otherwise. 

Problem No. 27 — By F. Nunn. 

Black— 10, 13, 14, 20. 
White— 21, 22, 28; King 23. 
Black to play and win 



CHECKERS 161 

Solution— 10-15, 23-27, 15-19, 27-31, 20-24, 31-26, 

24-27, 26-31, 27-32, 31-26, 32-27, 26-30, 27-24, 30-25, 

24-20, 25-30, 20-16, 30-26, 16-11, 26-30, 11-15, 30-25, 

19-23, 28-24, 23-27, 24-20, 15-19, 25-30, 27-31, 30-26, 
14-18, 22-15, 31-22, 15-10, 22-18. Black wins. 

Problem No. 28 — By Sam Siegel. 

Black— Kings 2, 31. 

White— 24; King 8. 

Black to play and win. 

Solution— 31-27, 24-19, 27-24, 19-16, 24-19, 16-11, 
2-6, 8-3, 6-10, 11-8, 19-16, 8-4, 16-12, 4-8, 10-15. Black 
wins. 

Problem No. 29 — By J. MacKenzie. 

Black— 11, 12; King 30. 

White— 7, 20, 23. 

White to play and win. 

Solution— 23-19, 30-26, 7-3, 26-31, 3-8, 31-27, 8-15, 
27-24, 20-16, 24-20, 15-11, 20-24, 19-15, 12-19, 11-16. 
White wins. 

Note — Worth knowing. 

Problem No. 30 — By A. Jordan. 

Black— 2, 14, 19, 20. 

White— 9, 15, 22, 27. 

White to play and draw. 

Solution— 15-10(a), 19-24, 27-23, 24-27, 22-18, 27-31, 
18-15, 31-26, 23-19, 26-23, 19-16, 23-19, 16-12, 14-18, 
15-11, 18-23, 9-5, 23-27, 5-1. Drawn. 

(a) — Only move to draw. 



162 CHECKERS 

Problem No. 31 — By J. E. Green. 

Black— 2, 7; Kings 14, 28. 

White— 8, 15, 16; King 20. 

White to play and win. 

Solution— 15-10, 7-11, 16-7, 2-11, 8-3, 14-7, 3-10, 
28-32, 20-24, 11-16, 10-14, 32-28, 24-20, 16-19, 14-18, 
28-32, 20-24, 19-28, 18-23. White wins. 

Note to above problem: Useful and of frequent occur- 
rence. Mr. Green's problems are well worth while. 

Problem No. 32— By W. J. Wood. 

Black— 6, 19; King 25. 

White— 11, 18, 20. 

Black to play and win. 

Solution— 25-22, 18-15, 22-18, 20-16, 19-24, 16-12, 
24-27, 12-8, 27-32, 8-3, 32-27, 3-7, 27-24*, 7-2, 24-20*, 
2-9, 20-16, 9-14(a), 18-9, 11-7, 16-19, 15-11, 9-6, 7-3, 
6-10, 11-8, 19-16, 8-4, 16-12, 4-8, 10-15. Black wins. 

(a) — The force of 7-2 at 14th move is now apparent. 

Note — The above problem and the one that follows 
are given to illustrate a situation that frequently arises 
in cross-board play. The idea has been frequently util- 
ized by the problemists in recent years. It is well known 
to the experts. 

Problem No. 33 — By C. Shirra. 

Black— 3, 9; King 19. 

White— 10, 15; King 21. 

White to play and draw. 

Solution— 21-17, 9-14, 17-13, 14-18, 13-9, 18-23, 9-5, 



CHECKERS 163 

23-26, 5-1, 3-S, 1-6, 26-31, 6-2, 31-26, 2-7, 26-22, 7-3*, 
22-17(a), 3-12, 17-14, 12-16*, 19-12, 10-7. Drawn. 

(a)— 8-12, 3-7*^, 12-16, 7-2c. Drawn. 

(6)— 3-8, 19-16. Black wins. 

(c)— 7-11, 22-17, 11-20, 17-14, 20-16. Drawn. 



/ 



Problem No. 34 — By G. Shivas. 



Black— 5, 13; King 19. 

White— 10, 15; King 29. 

Black to play and win. 

Solution— 5-9*, 29-25, 9-14*, 25-22(a), 14-18, 22-25^, 
13-17, 25-21, (25-30, 17-22), 17-22, 15-ll(c), 19-15, 21-17, 
15-6, 17-26, 6-10. Black wins. 

(a)— 25-30, (25-21, 13-17, 21-25, 14-18, and same as 
trunk at seventh move), 14-18, 30-25, 13-17, and same as 
trunk at seventh. 

(b)— 22-26, 13-17. Black wins. 

(c)— 21-17, 18-23, Black wins. 

If Black plays 13-17 at his first or second move. 

White draws by 5-9, 29-25, 13-17, 15-11, 17-21, 25-22, 
19-15, 10-6. 



Problem No. 35 — By Thad. Cross. 

Black— 7, 8, 16, 24; Kings 11, 22. 
White— 13, 14, 17, 18, 26, 31. 
White to play and win. 

Solution— 14-9, 22-15, 31-27, 24-31, 9-6, 31-22, 13-9, 
22-13, 6-1. White wins. 
A puzzler for a minute. 



164 CHECKERS 

Problem No. 36— By O. H. Richmond. 
Black— 12, 13, 14, 23; King 18, 
White— 20, 25, 29, 30; King 32. 
White to move and win. 

Solution— 25-22, 18-25, 29-22, 14-17, 30-26*, 23-30, 
32-27, 17-26, 27-31, 13-17, 31-13. White wins. 

Problem No. 37— By T. M. Redd. 
Black — Kings 2, 3, 7. 
White— 12; Kings 4, 15. 
Black to play and win. 

Solution— 7-10, 15-6, 2-9, 4-8, 3-7, 8-4, 9-14, 4-8, 14-10. 
Black wins. 

Problem No. 38 — By A. J. Heffner. 
Black— 8; Kings 25, 31. 
White— 28; Kings 16, 18. 
White to play and win. 

Solution— 16-12, 8-11, 28-24, 31-26, 12-8, 11-16, 24-20, 
26-22, 20-11, 22-15, 8-4. White wins. 

Problem No. 39— ''An Evening Study"— By A. Jack- 
son. 

Black— 11, 12; Kings 23-30. 

White— 20, 24, 28; King 14. 

Black to play and win. 

Colors reversed from original. See Game No. 3. 

Solution— 30-25, 14-10, 25-21, 10-14, 23-26, 14-10, 
26-22, 24-19, 21-17, 10-7, 22-26, 7-16, 26-23, 19-15, 12-19, 
20-16, 17-14, 15-11, 23-27, 11-8, 27-24, 8-3, 24-20, 16-11, 
14-10, 11-8, 20-16. Black wins. 



CHECKERS 165 

Problem No. 40— By Peter Thirkell. 

Black— 16, 19, 20; King 22. 

White— 5, 27; Kings 12, 32. 

White to play and win. 

Solution— 5-1, 22-17, 1-6, 17-14, 6-2, 14-10, 12-8, 10-14, 
2-7, 19-24, 27-23, 24-27, 8-12, 27-31, 12-19, 31-27, 7-10, 
14-7, 23-18, 27-31, 18-15. White wins. 

Problem No. 41 — By Thad. Cross. 

Black— 9, 14; King 31. 

White— 21^32; King 28. 

White to move and win. 

Solution— 32-27, 31-24, 28-19, 14-18, 19-15, 18-23, 
15-18, 23-27, 21-17, 9-13, 18-23. White wins. 

To illustrate a well-known principle that can be used 
often in end-play. 

Problem No. 42 — By Arthur Harmon. 

Black— 18, 19; King 16. 

White— Kings 12, 26, 32. 

White to play and win. 

Solution— 12-8*, lS-23{a-b), 26-31, 16-20, 32-28*, 20-16, 
8-3*, 16-11, 28-32, 11-16, 3-7, 16-20, 32-28*, 20-16, 7-10, 
16-11, 28-32, 11-15, 10-7, 19-24, 32-28, 15-19, 7-10, 23-27, 
32-28, 19-23, 10-7. White mns. 

(a)— 19-24, 8-3*, 16-19(c), 3-7, 19-15, 7-2, 15-19(J), 2-6, 
19-15(0, 6-9, 15-10, 26-31, 10-14, 9-13, 24-28(e), 31-26, 
14-10, 13-17, 18-22, 26-30. White wins. 

(6)— 16-20, 8-11, 20-24, 11-15, 18-23, 26-31, 24-27, 
15-24*, 27-20, 31-27, 23-26, 27-24. White wins. 

(c)— 16-11, 32-28. White wins. 

((/)— 15-10, 32-28. White wins. 



166 CHECKERS 

(e) — Forced. 

(/)— 18-23, 26-31, 19-15, 32-28, 19-15 same as trunk. 

Problem No. 43 — By A. J. Heffner. 
Black— 1, 19, 20; King 30. 
White— 13, 27, 28; King 10. 
Black to move and draw. 

Solution— 1-6*, 10-1, 30-25, 1-6, 25-22, 6-9, 22-17*, 
9-6, 17-22, 13-9, 22-18, 6-10, 19-24, 28-19, 18-15. Drawn. 

Problem No. 44 — By Charles Smith, Phila., Pa. 

Black— 5, 6, 7. 

White— 14, 19; King 17. 

Black to play and win. 

Solution— 6-9, 19-16, 9-18, 17-14, 18-22*, 14-18, 22-25*, 
18-15, 25-29, 16-12, 29-25, 12-8, 7-11*, 15-19, 25-21, 8-3, 
5-9, 3-7, 11-15, 19-10, 9-14, 10-17, 21-14. Black wins. 

If White plays 19-23 instead of 3-7 at the 18th move, 
not one player out of 10 will find the win for Black in cross- 
board play. No play has been published on this move, 
but it is really Whitens best defense. Try it out. 

Note — Generally credited to Frank Wendemuth. 

Problem No. 45— By James P. Reed. 

Black— 6, 7, 12, 13. 

White— 19, 20, 21, 26. 

Black to play and draw. 

Solution— 7-10*(l), 20-16, 10-14, 26-23, 13-17, 16-11, 
17-22, 11-7, 22-26, 7-2, 6-9, 2-6, 26-31*, 6-13, 31-27, 13-17, 
27-18, 17-10, 18-15. Drawn. 

(1) 6-10, 26-22*, 10-14, 19-15*, 14-18, 15-11*, 7-16, 
22-25. White wins. 



CHECKERS 167 

Problem No. 46 — By D. W. Grinnell. 
Black— 9, 20; King 29. 
White— 21; Kings 15, 28. 
White to play and win. 

Solution— 15-18, 29-25, 28-32, 20-24, 32-28, 24-27, 
21-17, 9-13, 18-22, 25-18, 28-32. White wins. 

Problem No. 47 — By J. H. Cameron. 

Black— 21, 22; Kings 13, 30. 

White-^29; Kings 2, 14, 23. 

White to play and win. 

Solution— 14-9, 13-6, 2-9, 22-26, 9-13, 26-31, 29-25, 
31-26, 23-27, 26-31, 27-24, 30-26, 25-22, 26-17, 13-22. 
White wins. 

Problem No. 48 — By H. D. Lyman. 
Black— 4, 5; Kings 9, 21. 
White— 12, 17, 18; Kings 2, 11. 
White to play and win. 

Solution— 17-14, 21-17, 12-8, 17-10, 11-15, 10-19, 18-14, 
9-18, 2-7, 4-11, 7-14. White wins. 

Problem No. 49 — By J. H. Cameron. 

Black— 4, 9, 21; King 32. 

White— 7, 23, 26; King 19. 

Black to play; White to draw. 

Solution— 32-27, 23-18, 27-23, 18-14, 9-18, 19-15, 
23-30, 15-22, 4-8, 7-3, 8-11, 3-7, 11-15, 7-10, 15-19, 10-15, 
19-23, 15-18, 23-27, 18-23, 27-31(a), 22-25, 31-26, 23-27. 
Drawn. 

(a)— 27-32, 22-25, etc. Drawn. 



168 CHECKERS 

Problem No. 50 — By O. H. Richmond. 
Black— 10, 20; Kings 3, 12. 
White— 18, 28; Kings 2, 4. 
Black to play and win. 

Solution— 12-16, 2-7, 16-19, 7-14 20-24, 18-15, 19-17, 
28-19. Black wins. 

Problem No. 51— By ''Monsieur X." 

Black — 3, 5; Kings 15, 23. 

White— 12, 20; Kings 8, 17. 

Black to play and win. 

Solution— 23-18, 20-16, 18-23, 17-14, 23-19, 14-17, 
19-24, 8-4, 15-10, 4-8, 24-20, 8-11, 5-9, 17-13, 9-14, 13-9, 
14-17(a), 9-14, 17-21(6). Black wins. 

(a)— 14-18, then either 9-14 or 11-15 draws. 

(6)— 17-22 draws. 

Problem No. 52 — By "Monsieur X." 
Black— 3, 5; Kings 18, 23. 
White— 12, 20; Kings 8, 17. 
White to play and draw. 

Solution— 8-11, 23-19, 20-16, 19-24, 17-13, 24-20, 13-17, 
18-23, 17-14, 23-19, 14-10, 5-9, 10-6, 9-14, 6-2. Drawn. 

Problem No. 53 — Selected. 
Black— 2, 15, 19, 25. 
White— 22; Kings 8, 14. 
Black to play and win. 

Solution— 19-24, 8-11, 15-19, 11-16, 19-23, 16-19, 
24-27, 19-26, 25-30, 26-23, 30-25. Black wins. 



CHECKERS 169 

Problem No. 54 — Selected. 
Black— Kings 23, 29, 31. 
White— 18, 30; Kings 14, 15. 
White to play and win. 

Solution— 15-10, 31-26, 10-6, 26-22, 30-25, 22-15, 14-10, 
29-22, 10-17. White wins. 

Problem No. 55 — By Frank Dunne. 

Black— 3, 8, 12; Kings 10, 14. 

White— 19, 20, 24; Kings 5, 7. 

Black to play; White to draw. 

Solution— 8-11, 7-16, 10-7, 5-1, 14-10, 1-5, 3-8, 5-9, 
8-11, 9-5, 11-15, 5-9, 15-18, 19-15, 10-28, 9-14, 12-19, 
14-16. Drawn. 

Note — ^It is curious to note that Mr. Dunne in his guide 
gives this problem under the name of Chas. McKechanie, 
quite overlooking his own correction of the problem. 

Problem No. 56 — By ''Monsieur X." 
Black— 9, 14; Kings 23, 27. 
White— 18, 21; Kings 11, 15. 
Black to play and win. 

Solution— 27-31(a), 11-16(6), 23-27W, 16-20, 14-23, 
21-17, 23-26, 15-18, 9-13, 18-22, 27-24. Black wins, 
(a)— 23-26, 21-17. White wins. 
(&)— 15-10, 14-17. Black wins, 
(c)— 23-26, 16-20, 14-23, 15-18. Drawn. 

Problem No. 57— By H. Tonkin. 
Black— 6, 7, 10, 13; King 15. 
White— 17, 22, 23, 24, 30 
White to play and win. 



170 CHECKERS 

Solution— 24-19, 15-24, 22-18, 13-22, 23-19, 24-15, 
18-2. White wins. 

Note — Who'd suspect a win from the position for 
White? 

Problem No. 58— By W. J. Wood. 

Black— 4, 28. 

White— 26, 29. 

Black to play and win. 

Solution— 28-32, 26-23(a), 32-27, 23-18, 27-23, 18-15(J), 
4-8W, 15-10, 8-11, 10-6, 6-2, 11-16, 16-19, 2-7(c), 19-23, 
7-11, 24-27, 11-16, 27-31. Black wins. 

(a)— 29-25, 32-27, 25-21, 4-8, 21-17, 27-31, 26-23, 31-26, 
23-19, 8-11. Black wins. 

(c) — Any other move allows Black a win by Payne's 
first position. 

(t^)— 18-14, 4-8, 29-25, 23-18, 14-10, 8-11, 10-7, 11-15, 
7-3, 15-19, 3-8, 19-23, 8-11, 23-26, 11-16, 26-31(e). Black 
wins. 

(e) — 26-30 allows White to draw. 

(6) — The natural move and one that 99 out of 100 
players would make would be 23-18, w^hich allows White 
to draw. 

Problem No. 59 — Selected. 

Black— 8, 19; Kings 30, 31. 

White— 7, 20; Kings 10, 28. 

White to play and win. 

Solution— 10-15, 19-23, 15-18, 23-27(a), 7-3, 8-12, 
20-16, 12-19, 18-23, 19-26, 28-32. White wins. 

(a)— 31-27(5), 28-24, 27-32, 18-27, 32-23, 24-19. White 
w^ins. 

(6)— 23-26, 18-23. White wins. 



CHECKERS 171 

Problem No. 60 — Selected. 

Black— 3, 4, 12, 20, 24, 26, 27; Kings 28, 32. 

White— 5, 9, 10, 11, 13, 18; King 6. 

White to play and draw. 

Solution— 11-7, 26-31, 6-2, 31-26, 9-6, 26-22, 18-14, 
22-17, 13-9, 17-13, 5-1. 

Note — The temptation is great to take the 3 for 3 cut 
and lose. 

Problem No. 61 — By W. L. Coudon. 
Black— 9, 25; Kings 14, 15. 
White— 5, 23; Kings 1, 22. 
Black to play and win. 

Solution— 25-30, 1-6, 14-17, 22-13, 15-10, 6-15, 30-26, 
13-6, 26-1. Black wins. 

Problem No. 62 — By L. M. Stearns. 

Black— Kings 12, 27, 28. 

White— 11, 23; King 25. 

White to play and draw. 

Solution— 23-18, 27-23, 18-14, 23-18, 14-9, 18-14, 9-6, 
14-10, 6-2*, 28-24, 25-22, 24-19, 22-17, 19-15, 11-8, 12-3, 
2-7. Drawn. 

Problem No. 63— By A. J. Heffner. 

Black— 10, 20; Kings 23, 29. 

White— 16, 18, 30; Kings 8, 11. 

White to play and win. 

Solution— 18-15, 10-19, 11-15, 20-24, 16-12, 23-27, 
8-11, 27-31(a), 12-8, 31-27(^), 8-3, 27-31, 3-S, 31-27(c), 
11-16, 27-23, 16-20, 23-27, 8-11, 27-31, 20-27, 31-24, 11-16, 
19-23, 16-19. White wins. 



172 CHECKERS 

(a)— 27-32, 11-16, 19-23, 15-19. White wins. 
(b)— 19-23, 30-25, 29-22, 15-18, 22-15, 11-20. White 
wins. 

(c) — If 19-23, same as (b). 

Problem No. 64 — Selected. 

Black— 24; Kings 25, 27, 28. 

White— 17, 31; Kings 18, 19. 

White to play; black to draw. 

Solution— 17-14, 25-21, 14-lOW, 21-17, 10-7, 17-21, 
7-2, 21-17, 2-7, l7-21(g), 7-11, 21-17, 11-15(/), 17-13, 
19-23(6), 27-32, 15-19, 13-9(^), 23-26(c), 9-6, 19-23, 
6-10(&), 18-22, 10-15, 22-25(a), 15-19, 23-16, 24-27 
Drawn. 

(a) — Threatening 25-30, followed by 23-27, a winning 
exchange. 

(b) — The only move to draw. 

(c) — Only one reply to this; the move in the text; for if 
32-27, then 18-14, 9-18, 26-23 wins; or if 9-13, then 18-14, 
followed by 14-17 wins; or if 9-5, then 19-23, 5-9, 18-22, 
9-14, 22-25, 14-10, 25-30, 10-14, 23-27 wins. Instead of 
23-26, White might play 18-15, then 9-14, 15-11, 14-10, 
11-16, 10-15 draws. 

(d) — If 13-17, then 18-22 gives the winning exchange. 

(e) — White dare not play 18-14 because of 27-23 and 
24-27. 

(/) — However White may initiate the attack, this posi- 
tion must be arrived at ultimately; and at this point 
Black must have his King ready to go 17-13 as in the text. 

(g)— 17-13 loses by 18-14, 27-32, 7-2, 32-27, 14-9. 

(h) — If white prefer to ''pin" the King by 18-12, then 
27-32, 14-10, 32-27, 10-7, 27-32, 7-2, 32-27, 2-7, 27-32, 7-11, 



CHECKERS 173 

32-27. Now White may not go 11-15 or 11-16 because of 
27-23. He must play 22-18, releasing the isolated King, 
to which Black replies 21-17, and we have the same posi- 
tion as at 12th move of text. If, however, he fails to 
answer with 21-17, White wins thus: 21-25, 11-15, 25-21, 
19-23, 27-32, 15-19, 21-25 (21-17, 18-22), 18-15, 25-22, 
15-11, 22-17, 11-16 followed by 16-20, captures a man and 
wins. 

Problem No. 65 — By H. D. Lyman. 

Black— 7; Kings 17, 21. 

White— Kings 14, 15. 

White to play; can White draw? 

Note — First published in the "Glasgow Herald" under 
the terms "White to move and draw" and considered 
sound until one of those canny Scots showed a win for 
the Black pieces. Taken as a sequel to the problem that 
follows, it is most interesting. 

Black wins thus: 14-9, 17-22, 9-14, 21-25, 14-9, 25-30, 
9-14, 30-26, 14-9, 26-31, 9-14(a), 31-27, 14-9, 22-26*, 
9-14(6), 26-23, 14-9, 27-32, 9-14, 32-28. Black wins. 

(a)— 15-10, 7-14, 9-25, 31-26. Black wins. 

(6)— 9-6, 7-10, 15-18, 26-23. Black wins. 



Problem No. 66 — An Australian Study. 

Black— 7, 13; King 26. 

White Kings on 1, 19. 

White to play and draw. 

Solution— 1-6, 26-22, 19-23, 13-17, 6-2, 7-10, 2-6, 10-14, 
6-9, 22-18, 23-26, 17-21, 9-13, 18-15, 13-17, 15-10, 17-22, 
10-6, 22-17, 6-10, 17-22, 10-15, 26-23. Drawn. 



174 CHECKERS 

Problem No. 67— By S. J. Pickering. 
Black— 5, 12; Kings 14, 23, 29. 
White— 9, 20, 31; Kings 15, 11. 
White to play and draw. 

Solution— 20-16, 12-19, 15-24, 23-26, 22-17, 14-21, 31-22, 
5-14, 24-19, 21-25(a), 22-18, 14-23, 19-26. Drawn. 
(a)— 29-25, 22-17, 14-18, 19-15. Drawn. 

Problem No. 68— By L. J. Vair. 

Black— 6, 23; Kings 14, 32. 

White— 21; Kings 7, 13, 24. 

White to play and win. 

Solution— 21-17, 14-21, 24-27, 23-26, 13-17; now Black 
may jump whichever way he likes for a starter; W^hite will 
play 7-2 and wait for him, so as to gobble up three at a 
time and have the move on the survivor at 26. 

Problem No. 69 — Author Unknown. 
Black— 4, 13, 17, 18, 19. 
White— 12, 25, 26, 27; King 10. 
White to play and win. 

Solution— 10-14, 18-23, 27-18, 17-22, 26-17, 13-29, 
12-8, 4-11, 18-15. White wins. 

Problem No. 70 — Author Unknown. 

Black— 2, 5, 7, 10, 11, 16. 

White— 14, 17, 18, 20, 22, 25, 28. 

White to play and win. 

Solution— 18-15, 10-19, 22-18, 19-23, 25-21, 23-27, 
28-24, 27-31, 24-19, 16-23, 14-9, 5-14, 17-3, 31-26, 3-8. 
White wins. 

Note — A very clever practical lesson in end-play. 



CHECKERS 175 

Problem No. 71— By G. H. Slocum. 

Black— 1,5; King 20. 

White— 17, 21, 28. 

White to play and draw. 

Solution— 17-14, 1-6, 21-17, 20-16, 28-24, 16-11, 24-19, 
6-9, 19-15, 11-18, 17-13. White draws. 

Note — A good example of boldness in getting out of 
trouble. 

Problem No. 72 — By M. H. Brennan. 

Black— 12, 15, 17; Kings 16, 21. 

White— 6, 27, 28,30; King 9. 

White to play and win. 

Solution— 9-13, 17-22, 13-17, 21-14, 30-26, 22-31, 6-2, 
31-24, 28-10, 14-7, 2-20. White wins. 

Problem No. 73 — By James Lees. 

Black— 14; Kings 30, 31. 

White— Kings 21, 22, 24. 

White to play and win. 

Solution— 24-20, 31-27, 20-16, 27-24, 16-11, 24-19, 
22-17, 14-18, 11-15, 19-10, 17-14, White wins. 

Note — The manner in which the Black King is allowed 
to walk around after the retiring White King is very pretty. 

Problem No. 74 — The -ending of a game between 
Buchanan and Stitt. 

Black— 12, 21, 22. 

White— 30; Kings 6, 20. 

White to play and win. 

Solution— 6-10, 22-25, 10-15, 25-29, 15-18, 29-25, 
20-24, 12-16, 24-20, 16-19, 30-26, 25-30, 18-23, 21-25, 
23-16, 30-23, 16-19. White wins. 



176 CHECKERS 

Note — Illustrate the importance of a player knowing 
how to manage exchanges in such a manner as to change 
the move or not to change it. 

Problem No. 75 — By Dr. A. Schaefer. 
Black— 19; Kings 6, 14, 21. 
White- 13, 29, 31; King 11. 
White to play and draw. 

Solution— 11-15, 19-24, 29-25, 21-30, 31-26, 30-23, 
15-18. White draws. 

Problem No. 76— By J. P. Grey. 

Black— 12, 16, 18, 20; King 23. 

White— 10, 24, 27, 28; King 14. 

White to play and win. 

Solution— 24-19, 23-32, 14-23, 32-27, 23-32, 16-23, 
10-7, 12-16, 7-3, 16-19, 3-7, 23-26, 7-10, 19-23, 10-14, 
26-30, 14-18, 23-26, 18-22, 26-31, 28-24, 20-27, 32-23. 
White wins. 

Problem No. 77— By G. H. Slocum. 
Black— 8; Kings 9, 22, 25. 
White— 6; Kings 3, 12, 28. 
White to play and win. 

Solution— 6-1, 8-11, 3-7, 11-15, 7-10, 15-19, 1-5, 9-13, 
12-16, 19-23, 5-9, 13-15, 16-19, 15-24, 28-17. White wins. 

Problem No. 78— By A. J. Heffner. 
Black— 21, 28; Kings 2, 29. 
White— 30, 32; Kings 1, 10. 
White to play and win. 



CHECKERS 177 

Solution— 1-5, 29-25, 5-9, 25-22, 9-13, 22-18, 30-26, 
21-25, 13-9, 25-30, 9-5, 30-23, 32-27, 23-32, 10-6. White 
wins. 

Problem No. 79 — By J. P. Balsom. 

Black— 4, 7, 9; King 15. 

White— 17, 22, 23; King 1. 

White to play and win. 

Solution— 1-6, 9-13, 22-18, 15-22, 23-18, 22-15, 6-2. 

White wins. Ingenious. 

Problem No. 80— By C. M. Wilder. 
Black— 21, 26, 27. 
White— 29; Kings 17, 28. 
White to play and win. 

Solution— 28-32, 27-31, 17-13, 26-30, 29-25, either to 
26, 25-22, 26-17, 13-22. White wins. 

Problem No. 81 — By WilHam Bryden. 
Black— 3, 5, 10, 13, 14, 15, 19, 20. 
White— 12, 21, 22, 24, 26, 28, 30, 31. 
White to play and win. 

Solution— 12-8, 3-12, 26-23, 20-27, 31-24, 19-26, 30-23, 
5-9, 24-19. White wins. 

Problem No. 82 — By James Robertson. 

Black— 2, 5, 25, 28; King 29. 

White— 9, 17, 32; Kings 3, 18. 

White to play and win. 

Solution— 17-14, 25-30, 18-22, 30-25, 14-10, 25-18, 
3-8, 5-14, 10-7, 2-11, 8-22. White wins. 

Note — This position is the ending of a game won by 
James Robertson. 



1 78 CHECKERS 

Problem No. 83— By C. L. Lynn, Ivoryton, Conn. 

Black— 2, 5, 11; King 18. 

White— 9, 13, 14; King 3. 

Can White draw the game? White to move. 

Solution— 3-8, 11-15, 8-11, 15-19, 14-10, 5-14, 10-7, 2-6, 
7-2, 6-10, 2-6, 10-15, 11-16, 18-23, 16-11, 14-18, 6-10, 
23-26, 11-16, 18-23, 16-11, 15-18, 11-15. Drawn. 

Note — An end-game position. 

Problem No. 84 — Selected. 

Black— 13, 20, 22. 

White— 30; Kings 28, 29. 

White to play and win. 

Solution— 28-32, 20-24(a), 32-28, 24-27, 28-24, 27-32, 
24-19, 32-27{h), 30-25, 22-26, 19-23, 27-18, 25-22. White 
wins. 

(a)— 13-17, 32-27, 17-21, 27-31, 20-24, 30-26. White 
wins. 

(6)— 13-17, 19-15, 32-27, 15-18. White wins. 

Problem No. 85 — Selected. 
Black— 7, 17; Kings 5, 24. 
White— 14, 26; Kings 15, 18. 
White to play and win. 

Solution— 15-10, 7-11, 10-15, 11-16, 18-22, 17-21, 
22-25, 21-30, 15-18. White wins. 

Problem No. 86 — By Arnold C. Cook. 
^^The Whirlwind." 
Black— 2, 3, 5, 17, 18, 22, 26; Kings 30, 31. 
White— 6, 8, 9, 12, 14, 15, 16, 23, 24, 27. 
White to play and win. 



CHECKERS 179 

Solution— 24-19, 31-24, 8-4, 18-27, 12-8, 3-12, 15-10, 
24-15, 4-8, 12-19, 10-7, 2-11, 14-10, 5-14, 6-2, 15-6, 2-25, 
30-21, 8-13. White wins. 

Problem No. 87— Author Unknown. 

Black— 14, 15; King on 25. 

White— 22; Kings on 23, 27. 

White to play and draw. 

Solution— 22-17, 14-21, 23-26, 15-19(a), 27-32, 25-29, 
32-27, 29-25, 27-32, 25-30, 26-31*, 21-25, 32-27, 25-29, 
27-23, 19-26, 31-22. Drawn. 

(a)— 25-29, 26-30, 15-19, 27-23, 19-26, 30-23, 29-25, 
23-26. Drawn. 

A useful lesson in end-play. 

Problem No. 88 — Selected. 

Black— 21; Kings 4, 29. 

White— 30; Kings 11, 22. 

White to play and win. 

Solution— 22-18, 29-25, 30-26, 25-29(a), 18-15, 21-25, 
15-19, 25-30, 11-16. White wins. 

(a)— 25-30, 18-23, 30-25{b), 23-19, 25-29, 19-15, 21-25, 
15-19, 25-30, 11-16. White wins. 

W— 21-25, 11-16, 4-8; or 25-29, 23-19. White wins. 

Problem No. 89 — By C. Steiner. 
Black— 9, 17, 25; Kings 6, 29. 
White— 5, 18, 23, 31; King 32. 
White to play and win. 

Solution— 5-1, 6-2((z), 1-6, 9-13, 31-26, 2-9, 26-22, 17-26, 
18-14, 9-27, 32-21. White wins, 
(a)— 6-10, 18-15. White wins. 



180 CHECKERS 

Problem No. 90— By Robert Stewart. 

Black— 10, 13, 19; King 14. 

White— 17, 22, 29, 30; King 31. 

White to play and win. 

Solution— 30-26, 14-21, 26-23, 19-26, 29-25, 21-30, 
22-18(a), 30-25W, 31-29, 13-17, 29-25, 17-22, 25-30. 
White wins. 

(a) — Here we have the position of four men against 
two, but unable to win or draw. 

(ft)— 13-17, 31-13, 30-25; or 30-26, 18-14, White wins. 

Note — Atracted much attention at the recent Austra- 
lian championship meeting. 

Problem No. 91— By Wm. J. Wood. 
Black— 6, 9, 12, 13. 
White— 18, 20, 25, 27. 
White to play and win. 

Solution— 25-21, 6-10, 27-23, 12-16*, 20-11, 10-15, 
21-17, 13-22(a), 11-7, 22-26, 18-11. White wins, 
(a)— 15-22, 23-18, 22-26, 17-24 with same result. 

Problem No. 92— By L. S. Hart, Jr. 
Black— 1, 10, 12; Kings 16, 19, 27. 
White— 6, 15, 18, 23; King 25. 
White to play and draw. 

Solution— 25-21, 19-26, 21-17, 10-19, 17-13, 1-10, 18-14, 
10-17, 13-15. White draws. 

Problem No. 93 — By H. D. Lyman. 
Black— 15; Kings 13, 25. 
White— 32; Kings 14,26. 
White to play and win. 



CHECKERS 181 

Solution— 26-23, 15-18, 23-27, 18-22, 14-17, 22-26, 27-23. 

White wins. 

A gem sure enough. 

Problem No. 94 — Selected. 

Black— 9; Kings 11, 19. 
White— 21; Kings 10, 18. 
White to play and win. 

Solution— 21-17, 9-13, 10-15*, 19-10(a), 18-14. White 
wins. 

(a) 13-22, 15-24, 22-25 or 26, 24-19, White wins. 

Problem No. 95— By T. McLaren. 

Black— 5, 12, 17; King 27. 

White— 14, 21, 29; King 19. 

White to play and win. 

Solution— 29-25, 12-16, 19-12, 27-23, 12-16, 23-18, 14-9, 
5-14, 16-19, 17-22, 19-15. White wins. 

Note — This position is said to have arisen in a cham- 
pionship match and abandoned as drawn. The manner in 
which White gathers his forces for the attack is very in- 
structive. 

Problem No. 96 — By Dr. A. Schaefer. 

Black— 19, 21; King 29. 
White—Kings 28, 31. 
White to play and draw. 

Solution— 31-26, 29-25, 28-32, 25-30*, 26-31, 21-25, 
32-27, 25-29, 27-23, 19-26, 31-22. Drawn. 
It is obvious that if Black goes back to 29 again on his 



182 CHECKERS 

second move, White will go back to 28 and these two 
moves can be repeated indefinitely. 

If 19-24 is played at Black's second move, we get: 26-31, 
24-28, 31-26; now Black cannot give up a man without 
losing the move and may lose the game. 

Problem No. 97— By T. M. Macgregor. 

Black— 10, 21; Kings 2, 30. 
White— 6, 13, 18, 29. 
White to play and draw. 

Solution— 29-25, 2-9, 13-6, 30-26, 18-14, 10-17, 25-22. 
Drawn. 

Problem No. 98— By A. J. Heffner. 

Black— 2, 5, 6, 20; Kings 19, 22. 
White— 13, 17, 21, 28; Kings 7, 11. 
Black to play and win. 

Solution— 6-9, 13-6, 22-13, 6-1, 20-24, 7-3, 2-6, 1-10, 
19-23. Black wins. 

Problem No. 99 — By Charles Hefter. 

Black— 10, 12, 14, 25; King 31. 
White— 21, 23, 24, 27, 28. 
Black to play and draw. 

Solution— 12-16, 24-20, 31-24, 28-12, 10-15, 12-8, 25-30, 
8-3, 30-26. Drawn. 

Problem No. 100— By J. E. Green. 

Black— 2, 3, 11, 21, 26; Kings 12, 31. 
White— 9, 10, 29; Kings 4, 13, 28. 
White to play and draw. 



CHECKERS 183 

Solution— 4-8, ll-16(a), 8-11, 16-20, 10-7(b), 3-10, 11-16, 
12-19, 29-25, 21-30, 9-6, 2-9, 13-24, 20-27, 28-32, 30-25, 
32-21. Drawn. 

(a) 2-7, 8-15, 7-14, 13-17. Drawn. 

(b) The beginning of the end. 



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